# No "fade In/out" options in blueprints for Fmod event

**URL:** <https://qa.fmod.com/t/no-fade-in-out-options-in-blueprints-for-fmod-event/12942>\
**Category:** Unreal Engine\
**Created:** [January 22, 2017, 11:12pm UTC](https://qa.fmod.com/t/no-fade-in-out-options-in-blueprints-for-fmod-event/12942 "2017-01-22T23:12:38Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![mbmusicpl](https://avatars.discourse-cdn.com/v4/letter/m/51bf81/32.png) [@mbmusicpl](https://qa.fmod.com/u/mbmusicpl)\
**Post date:** [January 22, 2017, 11:12pm UTC](https://qa.fmod.com/t/no-fade-in-out-options-in-blueprints-for-fmod-event/12942/1 "2017-01-22T23:12:38Z")

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Hi When I use wav file, I can easily put fade in/out in blueprints but when i use fmod event there is no options, I can only put play  
[http://imgup.pl/di/CABV/f1.png](http://imgup.pl/di/CABV/f1.png)  
[http://imgup.pl/di/I5KI/f2.png](http://imgup.pl/di/I5KI/f2.png)

Why:(??

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**Author:** ![SonikSky](https://avatars.discourse-cdn.com/v4/letter/s/ee59a6/32.png) [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Post date:** [January 23, 2017, 6:21pm UTC](https://qa.fmod.com/t/no-fade-in-out-options-in-blueprints-for-fmod-event/12942/2 "2017-01-23T18:21:10Z")

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You can also create fade-in behavior within the FMOD event itself. That way you don’t even need to worry about doing it in BluePrints.

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**Author:** ![mbmusicpl](https://avatars.discourse-cdn.com/v4/letter/m/51bf81/32.png) [@mbmusicpl](https://qa.fmod.com/u/mbmusicpl)\
**Post date:** [January 23, 2017, 10:05pm UTC](https://qa.fmod.com/t/no-fade-in-out-options-in-blueprints-for-fmod-event/12942/3 "2017-01-23T22:05:56Z")

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So my music is playing, in certain place i want to trigger it to fade out. What should i do?  
thx

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**Author:** ![SonikSky](https://avatars.discourse-cdn.com/v4/letter/s/ee59a6/32.png) [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Post date:** [January 25, 2017, 6:27pm UTC](https://qa.fmod.com/t/no-fade-in-out-options-in-blueprints-for-fmod-event/12942/4 "2017-01-25T18:27:43Z")

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If you have an active music event playing at all times and you want to lower it at a certain location? There are a few ways to go about this, it depends on what your end goal is.

WHat you may want to do is, assign the music event to a Bus Channel in FMOD the use the ButSetFaderLevel node in UE4 to drive the volume of the channel. You can use a volume trigger to send the overlap event

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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:** [January 26, 2017, 10:39pm UTC](https://qa.fmod.com/t/no-fade-in-out-options-in-blueprints-for-fmod-event/12942/5 "2017-01-26T22:39:33Z")

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As JB has said, there are a few ways to go about this.  
Another way could be using parameters and automation inside studio to control volume levels that can then be set via triggers for example.

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**Author:** ![mbmusicpl](https://avatars.discourse-cdn.com/v4/letter/m/51bf81/32.png) [@mbmusicpl](https://qa.fmod.com/u/mbmusicpl)\
**Post date:** [January 27, 2017, 1:01pm UTC](https://qa.fmod.com/t/no-fade-in-out-options-in-blueprints-for-fmod-event/12942/6 "2017-01-27T13:01:42Z")

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Thx guys.  
Parametr, triger box and volume automation works fine besides i found “smoothing”, when You click on paramter twice. Now I can fade out my music for 5 seconds
