# Is it possible to trigger an sustain point cue from a blueprint?

**URL:** <https://qa.fmod.com/t/is-it-possible-to-trigger-an-sustain-point-cue-from-a-blueprint/12278>\
**Category:** Unreal Engine\
**Created:** [January 28, 2016, 8:35am UTC](https://qa.fmod.com/t/is-it-possible-to-trigger-an-sustain-point-cue-from-a-blueprint/12278 "2016-01-28T08:35:57Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![finndave](https://avatars.discourse-cdn.com/v4/letter/f/e47c2d/32.png) [@finndave](https://qa.fmod.com/u/finndave)\
**Post date:** [January 28, 2016, 8:35am UTC](https://qa.fmod.com/t/is-it-possible-to-trigger-an-sustain-point-cue-from-a-blueprint/12278/1 "2016-01-28T08:35:57Z")

</div>

Is it possible to trigger an sustain point cue from a blueprint? Or do I need to do it in C++?

I found something called “Event Instance Trigger Cue” but I’m not sure how it’s supposed to work or if it is meant to do what I’m trying to do?

Thanks,  
David

---

<div class="post-metadata">

**Author:** ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)\
**Post date:** [February 1, 2016, 5:15am UTC](https://qa.fmod.com/t/is-it-possible-to-trigger-an-sustain-point-cue-from-a-blueprint/12278/2 "2016-02-01T05:15:35Z")

</div>

The FMOD integration supports two methods of playing sounds: via FMOD audio components, or via the “Instance” blueprint functions.

For sounds that you want to play on an actor, you’d typically use the audio component. But if you wanted a simple “fire and forget” sound effect, you could just create FMOD instances directly in blueprint.

You can trigger cues in Blueprint for both types.

To trigger a cue on a FMOD audio component, you can call the TriggerCue function on the component.

To trigger a cue on a direct FMOD instance, you can call the EventInstanceTriggerCue function on an instance handle.
