# No sound from a specific bank following update

**URL:** <https://qa.fmod.com/t/no-sound-from-a-specific-bank-following-update/23330>\
**Category:** Unreal Engine\
**Tags:** ue5\
**Created:** [September 9, 2025, 8:52pm UTC](https://qa.fmod.com/t/no-sound-from-a-specific-bank-following-update/23330 "2025-09-09T20:52:19Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![wivenice](https://avatars.discourse-cdn.com/v4/letter/w/7feea3/32.png) [@wivenice](https://qa.fmod.com/u/wivenice)\
**Post date:** [September 9, 2025, 8:52pm UTC](https://qa.fmod.com/t/no-sound-from-a-specific-bank-following-update/23330/1 "2025-09-09T20:52:19Z")

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Hey everybody

following the latest UE5 “forced” update to version 5.5.4-40574608 we noticed an unusual behavior with event playback. All events linked to one specific bank (called in our case “SFX”) are completely mute inside the game. This happens regardless of event type (2D or 3D), mix bus // VCA assignment and playback method (triggered, dragged as ambience, etc).

All the events assigned to other banks seem to behave correctly so far.

Playback in Studio also behaves correctly.

What we tested:

- moving events to a different bank fixes the issue
- creating a temporary bank and assigning a sound to it fixes the issue
- updating FMOD studio & plugin to latest available version on the website (2.03.09), does not fix the issue
- building banks, does not fix
- running manual in-engine validation, does not fix
- deleting the bank from the content drawer and rebuilding, does not fix

Unfortunately we are not able to go back to the old unreal version as it doesn’t seem available for download. Also we’d much prefer recover the old work instead of migrating everything towards a new bank. We are in quite a tight spot so any help would be beneficial 🙂

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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:** [September 15, 2025, 2:23am UTC](https://qa.fmod.com/t/no-sound-from-a-specific-bank-following-update/23330/2 "2025-09-15T02:23:40Z")

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Are you getting any errors or warning in the output log?

Adding extra logging in the settings may help, by enabling ‘API Error Logging’ and/or changing the logging level to `Level Log`.

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**Author:** ![wivenice](https://avatars.discourse-cdn.com/v4/letter/w/7feea3/32.png) [@wivenice](https://qa.fmod.com/u/wivenice)\
**Post date:** [September 15, 2025, 8:29am UTC](https://qa.fmod.com/t/no-sound-from-a-specific-bank-following-update/23330/3 "2025-09-15T08:29:56Z")

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Hey Cameron

We’ll pull some logs and post them here.

Is there any more documentation aside from [this page](https://www.fmod.com/docs/2.02/unreal/troubleshooting.html) we can use as reference?

(Apologies for the beginner question, it’s our first project with Unreal integration)

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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:** [September 16, 2025, 3:15am UTC](https://qa.fmod.com/t/no-sound-from-a-specific-bank-following-update/23330/4 "2025-09-16T03:15:56Z")

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Just the information on the [Settings page](https://www.fmod.com/docs/2.02/unreal/settings.html).

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**Author:** ![wivenice](https://avatars.discourse-cdn.com/v4/letter/w/7feea3/32.png) [@wivenice](https://qa.fmod.com/u/wivenice)\
**Post date:** [September 21, 2025, 3:32pm UTC](https://qa.fmod.com/t/no-sound-from-a-specific-bank-following-update/23330/5 "2025-09-21T15:32:53Z")

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> [@cameron-fmod](#):
>
> Are you getting any errors or warning in the output log?

We enabled the ‘API Error Logging’ and analyzed the output logs.

I couldn’t find anything specific on banks loading (they are also validated correctly), however I noticed several events being flagged as:

_[2025.09.21-15.23.36:408][702]LogFMOD: ‘/Game/FMOD/Events/0.ALL/LightSwitch\_Standard’ cannot be used as a UE4 asset path. Name may not contain the following characters: .. Using ‘/Game/FMOD/Events/0\_ALL/LightSwitch\_Standard’ instead._

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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:** [September 23, 2025, 3:45am UTC](https://qa.fmod.com/t/no-sound-from-a-specific-bank-following-update/23330/6 "2025-09-23T03:45:04Z")

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> [@wivenice](#):
>
> [2025.09.21-15.23.36:408][702]LogFMOD: ‘/Game/FMOD/Events/0.ALL/LightSwitch\_Standard’ cannot be used as a UE4 asset path. Name may not contain the following characters: .. Using ‘/Game/FMOD/Events/0\_ALL/LightSwitch\_Standard’ instead.

We create .uassets for the FMOD Studio Objects so that you can interact with them in the editor, but unfortunately .uassets do not play nicely with special characters (eg. spaces).

So we replace spaces with underscores when creating the .uasset files and log it just so that you are aware. It’s not a problem but just informative.

Have you tried using the FMOD Studio Profiler to capture a session where the events linked to the specifc bank are mute? You can use it to check positions, lifetimes, parameters, volumes, instance count, etc. This can just help to make sure what you are expecting is what is happening.

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**Author:** ![wivenice](https://avatars.discourse-cdn.com/v4/letter/w/7feea3/32.png) [@wivenice](https://qa.fmod.com/u/wivenice)\
**Post date:** [October 21, 2025, 1:58pm UTC](https://qa.fmod.com/t/no-sound-from-a-specific-bank-following-update/23330/7 "2025-10-21T13:58:07Z")

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Updating this topic, we found a “rogue” event with an external plugin that was basically invalidating the entire bank. We had some time to move them one-by-one between different banks.

Removing that 3D event fixed the issue.

Thanks for all the support!
