# New to Fmod, How to implement different audio sources on 1 item ( a weapon ) ?

**URL:** <https://qa.fmod.com/t/new-to-fmod-how-to-implement-different-audio-sources-on-1-item-a-weapon/13325>\
**Category:** Unity\
**Created:** [July 31, 2017, 3:20pm UTC](https://qa.fmod.com/t/new-to-fmod-how-to-implement-different-audio-sources-on-1-item-a-weapon/13325 "2017-07-31T15:20:29Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![KiddzZz](https://avatars.discourse-cdn.com/v4/letter/k/c2a13f/32.png) [@KiddzZz](https://qa.fmod.com/u/KiddzZz)\
**Post date:** [July 31, 2017, 3:20pm UTC](https://qa.fmod.com/t/new-to-fmod-how-to-implement-different-audio-sources-on-1-item-a-weapon/13325/1 "2017-07-31T15:20:29Z")

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Hello here,

So i’m new to Fmod and implementation in general, got into it because im doing a Ludum Dare game jam.  
We re doing a shooter game in Unity, and i felt way more confortable working with Fmod to implement, instead on working directly in Unity ( dont like the interface for sound, and as a sound engineer, music composer, sound designer, i felt like home working in Fmod ).

The issue im experiencing :

So I add an Fmod Studio Event Emitter to a prefabs AK bullet. When you shoot, a bullet sound can be heard. This work well.  
But then I want to add the “reload weapon” sound, so once again i go to the prefabs but this time on the AK itself ( not the bullet ). There is a script for the whole item including shooting ammo, loader empty, and reloading.  
From here i add a new Fmod Studio Event Emitter, i want to add the reloading sound. Here is my problem : in the “play event” section, i can’t find the option that triggers the “reloading action”. If i tick “object start” or “object enable”, the reloading sound is heard when i get in the game, which is not what i want.

Does anyone know if I can find a solution, or does it come from the weapon script itself that needs to be rewritten based on the fact that the sound designer will use Fmod to implement the sound ?

Im going to implement directly via Unity as the deadline is in a few hours. but if anyone knows about it, hit me up please ! would help me a lot on this project and on future ones.

Thanks in advance,

Guillaume

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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:** [August 1, 2017, 1:20am UTC](https://qa.fmod.com/t/new-to-fmod-how-to-implement-different-audio-sources-on-1-item-a-weapon/13325/2 "2017-08-01T01:20:38Z")

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To use the trigger options like object start/enable you would have to enable the object, it might be easier to create an event emitter, leave the play and stop empty and play the sound yourself in code.  
`
FMOD.StudioEventEmitter emitter;
// get reference to emitter
emitter.Play();
`  
Or you create an instance and play it as needed, see the [scripting page](http://www.fmod.org/documentation/#content/generated/engine_new_unity/script_example_basic.html) for more info.
