# Multiple rooms,ambient audio with FMOD

**URL:** <https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236>\
**Category:** Unreal Engine\
**Tags:** ue4\
**Created:** [September 2, 2022, 9:32pm UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236 "2022-09-02T21:32:20Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![fer230694](https://avatars.discourse-cdn.com/v4/letter/f/f14d63/32.png) [@fer230694](https://qa.fmod.com/u/fer230694)\
**Post date:** [September 2, 2022, 9:32pm UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/1 "2022-09-02T21:32:20Z")

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Hi .I have multiple rooms with other sounds.  
Is there any solution to this, let me explain.  
Another room has another ambient music and another room has a different one and so on.  
I did the steps with the other songs but it didn’t work.  
Please and Thanks

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [September 9, 2022, 5:41am UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/2 "2022-09-09T05:41:42Z")

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Hi,

Can I clarify some things?

Can you hear the ambient music of an adjacent room while you are in a different room?

What are the steps you followed?

Hopefully we can find a solution once we clear that up! Thanks

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**Author:** ![fer230694](https://avatars.discourse-cdn.com/v4/letter/f/f14d63/32.png) [@fer230694](https://qa.fmod.com/u/fer230694)\
**Post date:** [September 13, 2022, 1:35am UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/3 "2022-09-13T01:35:35Z")

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![Untitled](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/0/0f45e3a6c47fbd8c83b440181ebe972c2219adb3.jpeg)  
Hello!  
Thank you very much for replying.  
I can hear the ambient sound (See A).  
I enter the Church and the sound changes to the one I have assigned (See B).

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**Author:** ![fer230694](https://avatars.discourse-cdn.com/v4/letter/f/f14d63/32.png) [@fer230694](https://qa.fmod.com/u/fer230694)\
**Post date:** [September 13, 2022, 1:36am UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/4 "2022-09-13T01:36:25Z")

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I followed a tutorial…

 ![Untitled2](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/c/cdd532427ca2f2cc7e1ddcfc672c0ec04d4a0cf9.jpeg)

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**Author:** ![fer230694](https://avatars.discourse-cdn.com/v4/letter/f/f14d63/32.png) [@fer230694](https://qa.fmod.com/u/fer230694)\
**Post date:** [September 13, 2022, 1:37am UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/5 "2022-09-13T01:37:20Z")

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![Untitled1](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/8/8b0784b902606d59e0214a9c55701575491eef74.jpeg)

But when making a new Trigger Volume (See C or D)  
And do the same steps.  
It does not recognize the other sound.  
It does not change…you still hear the ambient sound.  
I hope there is a solution.  
I ask you please  
Thank you very much.

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [September 15, 2022, 4:30am UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/6 "2022-09-15T04:30:34Z")

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Those pictures are perfect thank you!

I tested your blueprint and it works for me.

Is Unreal logging any errors in the console when you are entering a different trigger volume?

To turn on FMOD error logging go to `Edit -> Project Settings -> Plugins -> FMOD Studio -> Advanced -> logging Level` set this option to `LEVEL LOG`. This will print to the console if FMOD is running into any errors when the player moves out of the trigger volume.

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**Author:** ![fer230694](https://avatars.discourse-cdn.com/v4/letter/f/f14d63/32.png) [@fer230694](https://qa.fmod.com/u/fer230694)\
**Post date:** [September 15, 2022, 4:12pm UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/7 "2022-09-15T16:12:00Z")

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![Untitledco5](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/8/82c4b78d3901622f7fd36b37f0c99a5e0d34c24e.png)

You are welcome and thank you.  
Unreal does not detect any error.  
Fmod Neither activating what you have told me.

It just doesn’t work for me.

Do you have any video to help me? Please

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [September 16, 2022, 4:33am UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/8 "2022-09-16T04:33:00Z")

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In the most recent screenshot provided it seems you are missing the connection between the `Play Event 2D - ambient` and the `Event instant stop`. The green line in this screenshot:

 ![82c4b78d3901622f7fd36b37f0c99a5e0d34c24e](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/3/310c98f37b28db595cdc926721febfcbd6ddb548.png)  
That may be the issue.

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<div class="post-metadata">

**Author:** ![fer230694](https://avatars.discourse-cdn.com/v4/letter/f/f14d63/32.png) [@fer230694](https://qa.fmod.com/u/fer230694)\
**Post date:** [September 17, 2022, 12:22am UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/9 "2022-09-17T00:22:46Z")

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Its work,thannks jejeje

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<div class="post-metadata">

**Author:** ![fer230694](https://avatars.discourse-cdn.com/v4/letter/f/f14d63/32.png) [@fer230694](https://qa.fmod.com/u/fer230694)\
**Post date:** [September 17, 2022, 4:39pm UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/10 "2022-09-17T16:39:15Z")

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Now one last question.  
How can I make so that in certain zones if I set a trigger volume I can’t hear anything (I mean ambient sound)?  
I mean: In horror video games sometimes you hear music and then in certain rooms or places you hear nothing but your own footsteps.

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<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [September 18, 2022, 11:00pm UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/11 "2022-09-18T23:00:55Z")

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No worries!

I believe what you are looking for is this:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/0/050227f9880f8a5e30c10424ab3442fb3f6be7e0.png)

This will start the ambient sound at the beginning of the Play. On entering the trigger it will stop the ambient music, on exiting it will play again. Remember that this will start the ambient music from the beginning of the audio track.

Hope this helps!

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**Author:** ![fer230694](https://avatars.discourse-cdn.com/v4/letter/f/f14d63/32.png) [@fer230694](https://qa.fmod.com/u/fer230694)\
**Post date:** [September 20, 2022, 7:14pm UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/12 "2022-09-20T19:14:52Z")

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![Untitledhhjhjgjh](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/d/d07a7c4beba4700441c3fafa092a266466086229.png)

Hello, no you didn’t understand me.  
What I want to do in fmod is to integrate an _audio_ that does not have sound, so that…  
There is no sound playing in certain areas.  
So, I would have to make a trigger volume, right?

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<div class="post-metadata">

**Author:** ![fer230694](https://avatars.discourse-cdn.com/v4/letter/f/f14d63/32.png) [@fer230694](https://qa.fmod.com/u/fer230694)\
**Post date:** [September 20, 2022, 11:03pm UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/13 "2022-09-20T23:03:45Z")

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I have another problem, when I put another trigger volume with a different sfx in a different room, when I go there:  
-The ambient sound is heard  
-I hear the sound of the other room.  
When I leave the trigger box, the sounds are mixed.  
What can I do?

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<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [September 26, 2022, 12:58am UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/14 "2022-09-26T00:58:00Z")

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You can achieve the same effect by pausing or stopping the ambient sound rather than having an event play a silent audio file.  
The above example will achieve the same as playing an audio file with no sound.

For the second problem could I get a screengrab of the blueprint you are currently using? I am a little confused about what the problem is. It may be a sound that just isn’t being appropriately referenced.

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**Author:** ![fer230694](https://avatars.discourse-cdn.com/v4/letter/f/f14d63/32.png) [@fer230694](https://qa.fmod.com/u/fer230694)\
**Post date:** [September 28, 2022, 9:41pm UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/15 "2022-09-28T21:41:13Z")

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In the link is a video where I show you the problem.  
The blueprint I used is the same as shown above only with 1 extra trigger volume.  
Sorry for the delay, I’ve been a little busy, I always appreciate your willingness to help.

> **[Screen Recording (27-09-2022 19-21-33)](https://www.mediafire.com/file/0ijw2hmtsxypmji/Screen_Recording_%252827-09-2022_19-21-33%2529.wmv/file)**
>
> MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.

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<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [September 29, 2022, 4:12am UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/16 "2022-09-29T04:12:58Z")

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Thank you for the video!

I think I see the problem, you are moving from one internal room to another. However, the ambient sound is being restarted as you are leaving one trigger volume. One way to fix this would be to have a building trigger box that is in charge of stopping and starting the ambient sound, then having each room in charge of starting its own sound. What we want is for each trigger box to only reference one sound.  
Like this diagram:

> **Trigger box layout**
>
> ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/2/2cd8862b258b5ddade3135e21393e70235ca5403.png)

The building Blueprint will look like this:

> **Building Blueprint**
>
> ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/3/3462881ce538f57863572b59e38348f679d5ac77.png)

While the room Blueprints will look like this.

> **Room Blueprint**
>
> ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/5/54b4f151ef018d1dff07b052526e5b77e814304e.png)

Hopefully, this solves the problem! If not could I get another screen grab of the blueprint you are using to trigger the sounds?

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<div class="post-metadata">

**Author:** ![fer230694](https://avatars.discourse-cdn.com/v4/letter/f/f14d63/32.png) [@fer230694](https://qa.fmod.com/u/fer230694)\
**Post date:** [September 29, 2022, 7:05pm UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/17 "2022-09-29T19:05:04Z")

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![Untitled55555555555](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/5/5ac52c7176b682aefebf0c1f9745432bf8aa898c.png)  
Is the same code.

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<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [October 2, 2022, 10:08pm UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/18 "2022-10-02T22:08:38Z")

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In my example blueprint:

> **[AmbientSoundBlueprint.uasset](https://drive.google.com/file/d/1AUmK3ecKl-Whyd7AXPrkQ3b0CtoLpblA/view?usp=sharing)**
>
> Google Drive file.

I have Triggers set up for each room, e.g. Church, Resturant1/2. However, the Restaurant rooms do not have a reference to the ambient sound. Instead, there is a larger trigger box over the whole building that will pause and play the ambient sound when the player leaves the building.

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<div class="post-metadata">

**Author:** ![fer230694](https://avatars.discourse-cdn.com/v4/letter/f/f14d63/32.png) [@fer230694](https://qa.fmod.com/u/fer230694)\
**Post date:** [October 4, 2022, 12:17am UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/19 "2022-10-04T00:17:28Z")

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Hi, sorry for the delay, I was updating my laptop.  
How are you doing?  
I’m going to try what you sent me and I’ll let you know.  
Thanks

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<div class="post-metadata">

**Author:** ![fer230694](https://avatars.discourse-cdn.com/v4/letter/f/f14d63/32.png) [@fer230694](https://qa.fmod.com/u/fer230694)\
**Post date:** [October 5, 2022, 8:40pm UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236/20 "2022-10-05T20:40:20Z")

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I’m working with audiovolume, is that why it’s not working?

[Next page](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236.md?page=2)
