# Migrate unreal-based sound cues to FMOD events

**URL:** <https://qa.fmod.com/t/migrate-unreal-based-sound-cues-to-fmod-events/21899>\
**Category:** FMOD Studio\
**Created:** [July 19, 2024, 10:19pm UTC](https://qa.fmod.com/t/migrate-unreal-based-sound-cues-to-fmod-events/21899 "2024-07-19T22:19:00Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![archonic](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/archonic/32/6820_2.png) [@archonic](https://qa.fmod.com/u/archonic)\
**Post date:** [July 19, 2024, 10:19pm UTC](https://qa.fmod.com/t/migrate-unreal-based-sound-cues-to-fmod-events/21899/1 "2024-07-19T22:19:00Z")

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Hey all,

FMOD (and unreal) beginner here. I’m currently in the process of converting a project that uses unreal’s default sound system to use FMOD for every sound effect. Is there an easier way to do this than just seeking out every cue and adding an FMOD event to the blueprint?

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**Author:** ![li\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/li_fmod/32/6577_2.png) [@li\_fmod](https://qa.fmod.com/u/li_fmod)\
**Post date:** [July 24, 2024, 4:28am UTC](https://qa.fmod.com/t/migrate-unreal-based-sound-cues-to-fmod-events/21899/2 "2024-07-24T04:28:42Z")

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Unfortunately, not. I have passed on your feature request to our development team to investigate further.

I’ll add you to the list of people interested in this feature.

Thank you for bringing this to our attention.
