# How does the "Bus Set Fader Level"-node work?

**URL:** <https://qa.fmod.com/t/how-does-the-bus-set-fader-level-node-work/12504>\
**Category:** Unreal Engine\
**Created:** [May 23, 2016, 9:15pm UTC](https://qa.fmod.com/t/how-does-the-bus-set-fader-level-node-work/12504 "2016-05-23T21:15:06Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Paalo](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/paalo/32/616_2.png) [@Paalo](https://qa.fmod.com/u/Paalo)\
**Post date:** [May 23, 2016, 9:15pm UTC](https://qa.fmod.com/t/how-does-the-bus-set-fader-level-node-work/12504/1 "2016-05-23T21:15:06Z")

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Hi everyone!  
How do the “Bus Set Fader Level”-nodes in Unreal Engine 4 work? What values are recommended as input values? How do these values affect the fader level in FMOD? It’s pretty unclear so far.

Regards,

Pablo Sorribes Bernhard

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**Author:** ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)\
**Post date:** [May 24, 2016, 4:38am UTC](https://qa.fmod.com/t/how-does-the-bus-set-fader-level-node-work/12504/2 "2016-05-24T04:38:34Z")

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That node sets the volume on a Studio bus. The input is a linear value where 0 is silent and 1 is the normal volume.

The final volume of the bus is a combination of the value set in Studio, any automations, and the runtime volume set via that function. So if a bus is set up in Studio with a very quiet level and you set 1.0 in this function, the result will be an unchanged quiet bus volume.

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**Author:** ![Paalo](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/paalo/32/616_2.png) [@Paalo](https://qa.fmod.com/u/Paalo)\
**Post date:** [May 24, 2016, 8:11pm UTC](https://qa.fmod.com/t/how-does-the-bus-set-fader-level-node-work/12504/3 "2016-05-24T20:11:09Z")

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Thanks! That clarified a lot.  
Do you guys have some documentation on what each FMOD-Node/Function in UE4 does and how it works (as in this case), which is accessible to the public? If so, I’d very much appreciate a link for it, since I could look up these things myself instead of bothering you guys. And if you don’t have one, please consider making a wiki where you list all the nodes with descriptions and update them when needed.

Regards,

Pablo Sorribes Bernhard

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**Author:** ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)\
**Post date:** [May 25, 2016, 4:02am UTC](https://qa.fmod.com/t/how-does-the-bus-set-fader-level-node-work/12504/4 "2016-05-25T04:02:52Z")

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> [@](#):
>
> Thanks! That clarified a lot.  
> Do you guys have some documentation on what each FMOD-Node/Function in UE4 does and how it works (as in this case), which is accessible to the public? If so, I’d very much appreciate a link for it, since I could look up these things myself instead of bothering you guys. And if you don’t have one, please consider making a wiki where you list all the nodes with descriptions and update them when needed.
> 
> Regards,
> 
> Pablo Sorribes Bernhard

That is a good idea, we don’t have any reference documentation for Blueprint. It would be nice to have that as part of our online docs.

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**Author:** ![SonikSky](https://avatars.discourse-cdn.com/v4/letter/s/ee59a6/32.png) [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Post date:** [September 7, 2016, 10:29pm UTC](https://qa.fmod.com/t/how-does-the-bus-set-fader-level-node-work/12504/5 "2016-09-07T22:29:56Z")

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Any update on this?

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**Author:** ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)\
**Post date:** [September 11, 2016, 11:56pm UTC](https://qa.fmod.com/t/how-does-the-bus-set-fader-level-node-work/12504/6 "2016-09-11T23:56:29Z")

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Hi, as a “nice to have”, I’m sorry to say this still hasn’t been done yet. I don’t have an ETA on it at this time.
