# Play audio outside of banks at runtime

**URL:** <https://qa.fmod.com/t/play-audio-outside-of-banks-at-runtime/14294>\
**Category:** Unreal Engine\
**Created:** [January 11, 2019, 10:45pm UTC](https://qa.fmod.com/t/play-audio-outside-of-banks-at-runtime/14294 "2019-01-11T22:45:42Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![jojojo](https://avatars.discourse-cdn.com/v4/letter/j/96bed5/32.png) [@jojojo](https://qa.fmod.com/u/jojojo)\
**Post date:** [January 11, 2019, 10:45pm UTC](https://qa.fmod.com/t/play-audio-outside-of-banks-at-runtime/14294/1 "2019-01-11T22:45:42Z")

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Hi, I wonder if it is possible to add and play audio files (at runtime) with fmod that are not saved in banks and which were not originally packaged in the game.  
I’m not sure, but is it possible to do that with programmer sounds? Or is there any other way?

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**Author:** ![brett](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/brett/32/261_2.png) [@brett](https://qa.fmod.com/u/brett)\
**Post date:** [January 12, 2019, 12:34am UTC](https://qa.fmod.com/t/play-audio-outside-of-banks-at-runtime/14294/2 "2019-01-12T00:34:20Z")

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Hi Jonas,  
This is pretty easy, from the studio api you just grab a handle to the ‘low level api’ system object and go from there

[https://www.fmod.com/resources/documentation-api?page=content/generated/FMOD\_Studio\_System\_GetLowLevelSystem.html#/](https://www.fmod.com/resources/documentation-api?page=content/generated/FMOD_Studio_System_GetLowLevelSystem.html#/)

You can then call createSound and playSound on any loose files.
