# Multiple AudioLink events management

**URL:** <https://qa.fmod.com/t/multiple-audiolink-events-management/22317>\
**Category:** Unreal Engine\
**Tags:** ue5\
**Created:** [November 18, 2024, 8:14am UTC](https://qa.fmod.com/t/multiple-audiolink-events-management/22317 "2024-11-18T08:14:51Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![ira](https://avatars.discourse-cdn.com/v4/letter/i/9fc348/32.png) [@ira](https://qa.fmod.com/u/ira)\
**Post date:** [November 18, 2024, 8:14am UTC](https://qa.fmod.com/t/multiple-audiolink-events-management/22317/1 "2024-11-18T08:14:51Z")

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Hi everybody, I’m currently working on a game where large groups of sounds have already been implemented in Unreal Engine. Now, I’m integrating FMOD and exploring AudioLink to gain more control over the audio within UE, such as applying reverberation, different snapshot settings, and so on.

I’ve decided to create multiple events in FMOD for each group of sounds (e.g., music, dialogue, SFX). However, I’m unsure about the **default AudioLink event** setting in the plugin settings within Unreal Engine.

Since I have multiple events, how should I approach selecting the default AudioLink event? Should it correspond to a specific group of sounds, or is there a recommended way to handle this?

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [November 21, 2024, 1:29am UTC](https://qa.fmod.com/t/multiple-audiolink-events-management/22317/2 "2024-11-21T01:29:13Z")

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You don’t _need_ to set a **default AudioLink event** , you are able to have multiple `FMODAudioLinkSettings` objects that can be used to assign different events to different UE sounds.

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**Author:** ![ira](https://avatars.discourse-cdn.com/v4/letter/i/9fc348/32.png) [@ira](https://qa.fmod.com/u/ira)\
**Post date:** [November 21, 2024, 6:28am UTC](https://qa.fmod.com/t/multiple-audiolink-events-management/22317/3 "2024-11-21T06:28:50Z")

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i see, but in my case where i have multiple audiolink events which one should i put in here

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/bedd22306f62f191d597a4f9f9da945c93f85b60.png)

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [November 22, 2024, 4:36am UTC](https://qa.fmod.com/t/multiple-audiolink-events-management/22317/4 "2024-11-22T04:36:44Z")

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The `FMODAudioLinkSettings` can be created as an object in the “Content Drawer”:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/ba3ecb4d74a65356e435eaa0173856722d8f7b19.jpeg)

This creates an object with all the same settings you see in the FMOD AudioLink Default settings:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/bae9778491e67c85ec905fb812b3b7ea0782801f.png)

Then when you want to enable AudioLink on a UE sound source you can assign the `AudioLink Settings Override` which will determine which FMOD Event will be used for it:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/2/201d6f29028de9a8e48492949e4b8dd3bd786111.png)

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<div class="post-metadata">

**Author:** ![ira](https://avatars.discourse-cdn.com/v4/letter/i/9fc348/32.png) [@ira](https://qa.fmod.com/u/ira)\
**Post date:** [November 22, 2024, 12:36pm UTC](https://qa.fmod.com/t/multiple-audiolink-events-management/22317/5 "2024-11-22T12:36:47Z")

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thanks ! gonna give this a try

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<div class="post-metadata">

**Author:** ![ira](https://avatars.discourse-cdn.com/v4/letter/i/9fc348/32.png) [@ira](https://qa.fmod.com/u/ira)\
**Post date:** [November 22, 2024, 12:56pm UTC](https://qa.fmod.com/t/multiple-audiolink-events-management/22317/6 "2024-11-22T12:56:46Z")

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this is working, i was able to assign audiolink settings to a sound cue.  
i have another question, it may sound stupid, but i am doing it for the first time 😅

how do i check if it’s working ?  
i wanted to try it out by turning down the volume of the fmod bus where i have all audiolink events routed to. but i can still hear the sounds in the game.  
i thought that once i set up audiolink i would be able to control them within fmod

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<div class="post-metadata">

**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [November 25, 2024, 12:01am UTC](https://qa.fmod.com/t/multiple-audiolink-events-management/22317/7 "2024-11-25T00:01:30Z")

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Connecting FMOD Studio LiveUpdate is a great way to visualize what is happening with AudioLink, you can control the mixer and/or record a profiler session.

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<div class="post-metadata">

**Author:** ![ira](https://avatars.discourse-cdn.com/v4/letter/i/9fc348/32.png) [@ira](https://qa.fmod.com/u/ira)\
**Post date:** [November 25, 2024, 6:38am UTC](https://qa.fmod.com/t/multiple-audiolink-events-management/22317/8 "2024-11-25T06:38:07Z")

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thanks, i will give it a try

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<div class="post-metadata">

**Author:** ![ira](https://avatars.discourse-cdn.com/v4/letter/i/9fc348/32.png) [@ira](https://qa.fmod.com/u/ira)\
**Post date:** [November 25, 2024, 12:58pm UTC](https://qa.fmod.com/t/multiple-audiolink-events-management/22317/9 "2024-11-25T12:58:58Z")

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okay seems to be working fine, thanks 👍
