# How can I using event

**URL:** <https://qa.fmod.com/t/how-can-i-using-event/22283>\
**Category:** Unreal Engine\
**Tags:** cpp, ue5\
**Created:** [November 11, 2024, 1:08am UTC](https://qa.fmod.com/t/how-can-i-using-event/22283 "2024-11-11T01:08:37Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Geass77](https://avatars.discourse-cdn.com/v4/letter/g/22d042/32.png) [@Geass77](https://qa.fmod.com/u/Geass77)\
**Post date:** [November 11, 2024, 1:08am UTC](https://qa.fmod.com/t/how-can-i-using-event/22283/1 "2024-11-11T01:08:37Z")

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Hi, I’m now using fmod in my project, I have a requirement is to manage the sound instances, but I have a problem is that when using fmod in sequencer(), I can not manage these sound events, another way is to using the event track to play the sound by my own sound manager, but it has a problem is that the sound can not be played when play in sequencer(not PIE), I had saw a method is that using the call in editor function to trigger the sound , but when I run into c++ code and add it, it didn’t see have any changes, does anyone has a solution?  
I’m using unreal engine 5.4

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [November 18, 2024, 5:37am UTC](https://qa.fmod.com/t/how-can-i-using-event/22283/2 "2024-11-18T05:37:33Z")

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FMOD for Unreal has integration with Sequencer, you can find the documentation for using it here: [https://www.fmod.com/docs/unreal/user-guide.html#sequencer-integration](https://www.fmod.com/docs/unreal/user-guide.html#sequencer-integration)

If that doesn’t fit your requirements then you may need to make your own functionality using c++ or blueprints, that you can then control from the sequence.
