# Has Anyone had any success making Phyiscal Collision Sounds in unreal?

**URL:** <https://qa.fmod.com/t/has-anyone-had-any-success-making-phyiscal-collision-sounds-in-unreal/18925>\
**Category:** Unreal Engine\
**Created:** [June 21, 2022, 8:53am UTC](https://qa.fmod.com/t/has-anyone-had-any-success-making-phyiscal-collision-sounds-in-unreal/18925 "2022-06-21T08:53:29Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![nubbinownz](https://avatars.discourse-cdn.com/v4/letter/n/b5a626/32.png) [@nubbinownz](https://qa.fmod.com/u/nubbinownz)\
**Post date:** [June 21, 2022, 8:53am UTC](https://qa.fmod.com/t/has-anyone-had-any-success-making-phyiscal-collision-sounds-in-unreal/18925/1 "2022-06-21T08:53:29Z")

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I’m looking to setup a physical collision system but the project is using FMOD. There are some really handy physical collision sound plugins on the marketplace, but they all use soundcues in their code, and I think that would be a nightmare to implement in conjunction with everything else being done in FMOD.

I know there has to be a solid way to do it, but I have been looking all over the place and the only example I can find is in unity in C#, nothing for FMOD in blueprints.

If anyone can point me in the right direction or let me know how you’ve approached this that would be fantastic, thank you!

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**Author:** ![leejewitt](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leejewitt/32/3910_2.png) [@leejewitt](https://qa.fmod.com/u/leejewitt)\
**Post date:** [October 2, 2022, 7:44pm UTC](https://qa.fmod.com/t/has-anyone-had-any-success-making-phyiscal-collision-sounds-in-unreal/18925/2 "2022-10-02T19:44:03Z")

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Setup a new event and use a labeled parameter and in blueprint when a collision happens get the physical material and set fmod parameter to the matching material to play the right sound.

Search how to make footstep sounds kind of the same approach
