# No sound in Editor - UE5.6.1 FMOD 2.03.11

**URL:** <https://qa.fmod.com/t/no-sound-in-editor-ue5-6-1-fmod-2-03-11/23921>\
**Category:** Unreal Engine\
**Created:** [January 20, 2026, 9:48am UTC](https://qa.fmod.com/t/no-sound-in-editor-ue5-6-1-fmod-2-03-11/23921 "2026-01-20T09:48:43Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![yihoe1](https://avatars.discourse-cdn.com/v4/letter/y/76d3ee/32.png) [@yihoe1](https://qa.fmod.com/u/yihoe1)\
**Post date:** [January 20, 2026, 9:48am UTC](https://qa.fmod.com/t/no-sound-in-editor-ue5-6-1-fmod-2-03-11/23921/1 "2026-01-20T09:48:43Z")

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Hi, I have found a bug with UE5.6.1 integration of FMOD2.03.11.

Using Play Event Attached in an Anim Notify, no sounds plays in Animation preview.

It’s very similar issue to [Animation Preview No Longer Works (2.03.08 - 5.5) - #16 by Leah\_FMOD](https://qa.fmod.com/t/animation-preview-no-longer-works-2-03-08-5-5/23039/16) .

But I can’t find any solution this time because those lines of code have been changed a lot.

How can I fix it?

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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 28, 2026, 1:41am UTC](https://qa.fmod.com/t/no-sound-in-editor-ue5-6-1-fmod-2-03-11/23921/2 "2026-01-28T01:41:22Z")

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I’m not seeing the same behavior when I try to reproduce this, are you getting any errors or warnings in the output logs?

Are you able to provide more details on how to reproduce this?

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**Author:** ![yihoe1](https://avatars.discourse-cdn.com/v4/letter/y/76d3ee/32.png) [@yihoe1](https://qa.fmod.com/u/yihoe1)\
**Post date:** [February 7, 2026, 3:34pm UTC](https://qa.fmod.com/t/no-sound-in-editor-ue5-6-1-fmod-2-03-11/23921/3 "2026-02-07T15:34:01Z")

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I made a test project. Here it is - AnimPreviewTEST UE5.6 Proj - [Microsoft OneDrive](https://1drv.ms/u/c/6fa68b162fa0a431/IQA4nztpGGDwTZ8EpGAlFKtcAY-Mk-pvLWylbF6SgEqxn7E?e=171BfH)

In this project, open the Animation Sequence file named **TEST** and look at the animation preview window.

If you set **Follow** to **True** on the FMOD notify attached there, no sound is played.

If you set **Follow** to **False** , the sound plays correctly.

In other words, when using an **FMODComponent** , there is no sound,

but when using an **FMOD EventInstance** , the sound plays.

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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:** [February 11, 2026, 10:33pm UTC](https://qa.fmod.com/t/no-sound-in-editor-ue5-6-1-fmod-2-03-11/23921/4 "2026-02-11T22:33:54Z")

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Thanks for the info, I have been able to reproduce this and identify the issue. The `FMODAudioComponent`will only play when the ‘Runtime System’ is available, which is during Play-In-Editor or a running game. It is possible to modify `UFMODAudioComponent::Play()`to use the Auditioning system to play AnimNotify events, however it does not currently have a way to stop looping sounds.

I have created a task to fix this.
