# Play FMOD Event from Unity AudioSource?

**URL:** https://qa.fmod.com/t/play-fmod-event-from-unity-audiosource/12658
**Category:** Unity
**Created:** [August 17, 2016, 11:09am UTC](https://qa.fmod.com/t/play-fmod-event-from-unity-audiosource/12658 "2016-08-17T11:09:13Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![Beggsy117](https://avatars.discourse-cdn.com/v4/letter/b/b5ac83/32.png) [@Beggsy117](https://qa.fmod.com/u/Beggsy117)
#### Post date: [August 17, 2016, 11:09am UTC](https://qa.fmod.com/t/play-fmod-event-from-unity-audiosource/12658/1 "2016-08-17T11:09:13Z")

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Hi there, Is there anybody who knows if its possible to set up my project as normal using FMOD integrated with Unity, but instead of using FMOD’s studio event emitters I could use Unity’s AudioSource with the FMOD event in place of the audio clip? Or even how to get acces to the actual audio clip from FMOD inside of Unity as a different option from streaming it in?

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### Author: ![nick1](https://avatars.discourse-cdn.com/v4/letter/n/47e85d/32.png) [@nick1](https://qa.fmod.com/u/nick1)
#### Post date: [August 18, 2016, 12:14am UTC](https://qa.fmod.com/t/play-fmod-event-from-unity-audiosource/12658/2 "2016-08-18T00:14:42Z")

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FMOD Studio is completely separate from the Unity’s inbuilt audio system.

Looking at Studio Events as simple clips is wrong, they are able to be much more dynamic than that.
