# Missing DSPs, sounds won't play

**URL:** <https://qa.fmod.com/t/missing-dsps-sounds-wont-play/18099>\
**Category:** Unreal Engine\
**Created:** [December 15, 2021, 1:38am UTC](https://qa.fmod.com/t/missing-dsps-sounds-wont-play/18099 "2021-12-15T01:38:28Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![crossmr2](https://avatars.discourse-cdn.com/v4/letter/c/f1d935/32.png) [@crossmr2](https://qa.fmod.com/u/crossmr2)\
**Post date:** [December 23, 2021, 12:23am UTC](https://qa.fmod.com/t/missing-dsps-sounds-wont-play/18099/6 "2021-12-23T00:23:42Z")

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I had a few other things to work on and was just getting to this now. I notice, through other posts, that you guys said that you fixed this in 2.01.00 so why is this still an issue in 2.02.x?

> [@FMOD does not auto-switch to the default playback device](https://qa.fmod.com/t/fmod-does-not-auto-switch-to-the-default-playback-device/15884):
>
> Hello I’ve noticed that when I change the default playback device from the bottom right of my taskbar, FMOD still continues playback on the previous device. While going through some other posts I got to know that there is System::setDriver that can be used to switch audio devices, but since UE4 (and literally every other active application) switches the audio device automatically, I was hoping that this capability is present in FMOD too? I also noticed the same behavior in FMOD studio. The stud…

It seems like having to manually choose a driver to pipe the sound through is a bit of a guess, whether it’s windows default audio, or different VR headsets. Is it really that difficult to tell fmod to use the same audio output as whatever UE4 is currently using?

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_[View the full topic](https://qa.fmod.com/t/missing-dsps-sounds-wont-play/18099)._
