# How to use resonance audio Room Effects with FMOD in Unreal Engine?

**URL:** <https://qa.fmod.com/t/how-to-use-resonance-audio-room-effects-with-fmod-in-unreal-engine/17648>\
**Category:** Unreal Engine\
**Tags:** ue4\
**Created:** [September 7, 2021, 2:11pm UTC](https://qa.fmod.com/t/how-to-use-resonance-audio-room-effects-with-fmod-in-unreal-engine/17648 "2021-09-07T14:11:08Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [September 22, 2021, 5:47am UTC](https://qa.fmod.com/t/how-to-use-resonance-audio-room-effects-with-fmod-in-unreal-engine/17648/2 "2021-09-22T05:47:12Z")

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Another user had a similar question recently and they were kind enough to post the code for how they get to use Resonance and its Room Effects with UE4 and FMOD.

> [@Resonance Audio In UE4](https://qa.fmod.com/t/resonance-audio-in-ue4/15877/9):
>
> // https://github.com/resonance-audio/resonance-audio-fmod-sdk/blob/master/UnityIntegration/Assets/ResonanceAudio/Scripts/FmodResonanceAudio.cs FMOD::DSP\* UAudioSubsystem::InitializeDsp() { FMOD::Studio::System\* System = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); if (System == nullptr) { LOG(this, LogAudio, Warning, TEXT("Failed to initialize DSP")); return nullptr; } int NumBanks = 0; FMOD\_RESULT Result = System-\>getBankCount(&NumBanks); if (Result \> FMOD…

You can also refer to the Resonance Audio documentation for further information, as they are the ones who maintain that plugin and will have the most up-to-date information.

[https://resonance-audio.github.io/resonance-audio/reference/fmod/class/fmod-resonance-audio-room.html](https://resonance-audio.github.io/resonance-audio/reference/fmod/class/fmod-resonance-audio-room.html)

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