# Programmer Instrument is totally not working UE5.6 with FMOD2.03.11

**URL:** <https://qa.fmod.com/t/programmer-instrument-is-totally-not-working-ue5-6-with-fmod2-03-11/23980>\
**Category:** Unreal Engine\
**Created:** [February 7, 2026, 3:41pm UTC](https://qa.fmod.com/t/programmer-instrument-is-totally-not-working-ue5-6-with-fmod2-03-11/23980 "2026-02-07T15:41:44Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![HowuLi\_AButton](https://avatars.discourse-cdn.com/v4/letter/h/ba9def/32.png) [@HowuLi\_AButton](https://qa.fmod.com/u/HowuLi_AButton)\
**Post date:** [February 7, 2026, 3:41pm UTC](https://qa.fmod.com/t/programmer-instrument-is-totally-not-working-ue5-6-with-fmod2-03-11/23980/1 "2026-02-07T15:41:44Z")

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Programmer Instrument is not functioning at all, and only the following warning messages are being logged. I think it’s a BUG.

LogFMOD: Warning: C:\buildagent1\work\c1c3f17eb167c494\studio\_api\src\fmod\_shadow\_event.cpp(358) - Programmer sound callback is not set for instrument ‘SoundFileName’

LogFMOD: Warning: C:\buildagent1\work\c1c3f17eb167c494\studio\_api\src\fmod\_playback\_event.cpp(2252) - Programmer sound callback for instrument ‘SoundFileName’ returned no sound.

This is a test project, - [Microsoft OneDrive](https://1drv.ms/u/c/6fa68b162fa0a431/IQCQrZZsO-BmSoRHKaQBtkl2AejCrD8W19W3hU3QSnVYIDg?e=49dKBO)

and there is no audio output anywhere.  
How can this issue be fixed?

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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 13, 2026, 4:15am UTC](https://qa.fmod.com/t/programmer-instrument-is-totally-not-working-ue5-6-with-fmod2-03-11/23980/2 "2026-02-13T04:15:26Z")

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Thanks for providing all that information and the repro.

[Using Programmer Instruments to Play Audio Table Assets](https://www.fmod.com/docs/2.03/unreal/user-guide.html#using-programmer-instruments-to-play-audio-table-assets) should cover this exact topic for you.

By default we assume that events do not contain programmer sounds, so you need to tell the `FMODAudioComponent` if it does so that it can set the appropriate callbacks. To do this you need to either set the `Programmer Sound Name` or check the `Enable Timeline Callbacks`option in the `FMODAudioComponent`:

 ![Screenshot 2026-02-13 150436](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/2/211f323c7a85aac9d8563ba2f3c211c6db883ae7.png)

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**Author:** ![HowuLi\_AButton](https://avatars.discourse-cdn.com/v4/letter/h/ba9def/32.png) [@HowuLi\_AButton](https://qa.fmod.com/u/HowuLi_AButton)\
**Post date:** [February 13, 2026, 4:57am UTC](https://qa.fmod.com/t/programmer-instrument-is-totally-not-working-ue5-6-with-fmod2-03-11/23980/3 "2026-02-13T04:57:47Z")

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Thank you for you help.

But, I have 1 more question.

If I use Play event 2D OR Play event at location, it doesn’t return FMODAudioComponent, and in FMODEventInstance’ context I can’t use the function ‘Set Enable Timeline Callbacks’… How can I set EnableTimelineCallbacks true?

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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 13, 2026, 5:51am UTC](https://qa.fmod.com/t/programmer-instrument-is-totally-not-working-ue5-6-with-fmod2-03-11/23980/4 "2026-02-13T05:51:54Z")

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PlayEventAttached returns an FMODAudioComponent, while the others return an EventInstance.

The other option is to use an FMODAudioComponent on the object or blueprint which can be reused.

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<div class="post-metadata">

**Author:** ![HowuLi\_AButton](https://avatars.discourse-cdn.com/v4/letter/h/ba9def/32.png) [@HowuLi\_AButton](https://qa.fmod.com/u/HowuLi_AButton)\
**Post date:** [February 13, 2026, 7:29am UTC](https://qa.fmod.com/t/programmer-instrument-is-totally-not-working-ue5-6-with-fmod2-03-11/23980/5 "2026-02-13T07:29:43Z")

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Thanks a lot.
