# How do I access an event from an animation montage notify in C++?

**URL:** <https://qa.fmod.com/t/how-do-i-access-an-event-from-an-animation-montage-notify-in-c/18322>\
**Category:** Unreal Engine\
**Created:** [February 4, 2022, 12:34am UTC](https://qa.fmod.com/t/how-do-i-access-an-event-from-an-animation-montage-notify-in-c/18322 "2022-02-04T00:34:28Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![marcelocong](https://avatars.discourse-cdn.com/v4/letter/m/53a042/32.png) [@marcelocong](https://qa.fmod.com/u/marcelocong)\
**Post date:** [February 4, 2022, 12:34am UTC](https://qa.fmod.com/t/how-do-i-access-an-event-from-an-animation-montage-notify-in-c/18322/1 "2022-02-04T00:34:28Z")

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Hey guys,

I’m really new to FMOD and integrating it with UE4 so I apologize if this is a naive question. I have an enemy which has a “charging up” audio and I would like to fade that out if the enemy dies or is interrupted. Right now, I have some events which are triggered on an animation montage using FMODAnimNotifyPlay.

How would I go about accessing these FMOD events from C++? Is the event owned by the Animation Blueprint, Animation Instance, the Skeletal Mesh, etc…? Should I try to access them through blueprints instead?

Thank you!

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**Author:** ![marcelocong](https://avatars.discourse-cdn.com/v4/letter/m/53a042/32.png) [@marcelocong](https://qa.fmod.com/u/marcelocong)\
**Post date:** [February 5, 2022, 2:37pm UTC](https://qa.fmod.com/t/how-do-i-access-an-event-from-an-animation-montage-notify-in-c/18322/2 "2022-02-05T14:37:42Z")

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Update to the post:

I did a bit of digging around and gave up on the idea of integrating FMODAnimNotifyPlay and C++. I just created a custom notify event (UE4 Event) to play the event (FMOD event) and saved a reference to it. That way, I can always access the event while it’s playing. Hope this helps someone in the future. If someone has a better implementation please let me know, I would be very interested in that.
