# Output two different audio files to two different sources in one GameObject

**URL:** <https://qa.fmod.com/t/output-two-different-audio-files-to-two-different-sources-in-one-gameobject/16280>\
**Category:** Unity\
**Tags:** unity\
**Created:** [October 10, 2020, 9:23pm UTC](https://qa.fmod.com/t/output-two-different-audio-files-to-two-different-sources-in-one-gameobject/16280 "2020-10-10T21:23:08Z")\
**Posts on this page:** 1\
**Showing post:** 2

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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:** [October 14, 2020, 12:12am UTC](https://qa.fmod.com/t/output-two-different-audio-files-to-two-different-sources-in-one-gameobject/16280/2 "2020-10-14T00:12:47Z")

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It is not possible to assign two different output devices to the one FMOD System, you would have to run two separate systems and choose which system to use depending on where you want the audio to go.

> [@Output two different audio to two audio devices from same Unity3d game](https://qa.fmod.com/t/output-two-different-audio-to-two-audio-devices-from-same-unity3d-game/12986/2):
>
> You will need multiple FMOD System instances for this. You’ll need to modify RuntimeManager.cs to startup and manage two systems each connected to different drivers (see the docs for setDriver function). Because FMOD systems are isolated from each other you’ll have to load data twice, and keep the synchronised manually if you want the same event playing in both.

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_[View the full topic](https://qa.fmod.com/t/output-two-different-audio-files-to-two-different-sources-in-one-gameobject/16280)._
