# Playing a music event non-location and client-side?

**URL:** <https://qa.fmod.com/t/playing-a-music-event-non-location-and-client-side/11830>\
**Category:** Unreal Engine\
**Created:** [February 17, 2015, 2:52pm UTC](https://qa.fmod.com/t/playing-a-music-event-non-location-and-client-side/11830 "2015-02-17T14:52:07Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Flalaski](https://avatars.discourse-cdn.com/v4/letter/f/c4cdca/32.png) [@Flalaski](https://qa.fmod.com/u/Flalaski)\
**Post date:** [February 17, 2015, 2:52pm UTC](https://qa.fmod.com/t/playing-a-music-event-non-location-and-client-side/11830/1 "2015-02-17T14:52:07Z")

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I can’t seem to figure out how to get my music event to play at the initial start of the game (at main menu) and have it play completely client-side, and not have to be attached to anything / have a world location.

Is the current integration SFX only at the moment?

or am I missing something in the blueprints?

I tried setting the event on fmod to have NO attenuation and max distance, but even then when placed in the level somewhere it is just a ~10m area.

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**Author:** ![wrench](https://avatars.discourse-cdn.com/v4/letter/w/bbce88/32.png) [@wrench](https://qa.fmod.com/u/wrench)\
**Post date:** [February 17, 2015, 5:58pm UTC](https://qa.fmod.com/t/playing-a-music-event-non-location-and-client-side/11830/2 "2015-02-17T17:58:50Z")

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Hi! Fellow user here. I have not used FMOD with UE4, but if you delete the 3D panner from the event it will play back the audio without spatialisation or attenuation.

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**Author:** ![Flalaski](https://avatars.discourse-cdn.com/v4/letter/f/c4cdca/32.png) [@Flalaski](https://qa.fmod.com/u/Flalaski)\
**Post date:** [February 25, 2015, 7:41pm UTC](https://qa.fmod.com/t/playing-a-music-event-non-location-and-client-side/11830/3 "2015-02-25T19:41:10Z")

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> [@](#):
>
> Hi! Fellow user here. I have not used FMOD with UE4, but if you delete the 3D panner from the event it will play back the audio without spatialisation or attenuation.

Thanks! I tried that before and it failed, but this time it did it.

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**Author:** ![Flalaski](https://avatars.discourse-cdn.com/v4/letter/f/c4cdca/32.png) [@Flalaski](https://qa.fmod.com/u/Flalaski)\
**Post date:** [February 25, 2015, 7:42pm UTC](https://qa.fmod.com/t/playing-a-music-event-non-location-and-client-side/11830/4 "2015-02-25T19:42:56Z")

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So I went about Jonas’ suggestion and had the fmod music event be a component under Mycharacter. it works!

I was also able to figure out having a box overlap trigger from a room or hallway blueprint cast to mycharacter, allowing me to change the music parameters, therefore music changes by areas!
