# Ragdoll fall sound

**URL:** https://qa.fmod.com/t/ragdoll-fall-sound/20667
**Category:** Unreal Engine
**Tags:** ue4
**Created:** [September 19, 2023, 6:24am UTC](https://qa.fmod.com/t/ragdoll-fall-sound/20667 "2023-09-19T06:24:29Z")
**Posts on this page:** 4
**Page:** 1

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### Author: ![Exorf](https://avatars.discourse-cdn.com/v4/letter/e/3be4f8/32.png) [@Exorf](https://qa.fmod.com/u/Exorf)
#### Post date: [September 19, 2023, 6:24am UTC](https://qa.fmod.com/t/ragdoll-fall-sound/20667/1 "2023-09-19T06:24:29Z")

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Is there any way to make a system of sounding ragdolls when they fall?

I could only find how to make it with wwise, but not fmod.

The principle is about making an event on component hit on ragdoll bodyparts, but I didn’t succeed on making it with fmod

I will be very thankfull for from scratch manual on making such system

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### Author: ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)
#### Post date: [September 20, 2023, 12:27am UTC](https://qa.fmod.com/t/ragdoll-fall-sound/20667/2 "2023-09-20T00:27:17Z")

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Hi,

Unfortunately, a full manual on how exactly how to implement this behavior falls outside the scope of support. That said, in its simplest form, it should be a matter of setting up an event or events that are triggered when a ragdoll body part collides. Can you elaborate on what issues you were running into when trying to implement this with FMOD?

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### Author: ![Exorf](https://avatars.discourse-cdn.com/v4/letter/e/3be4f8/32.png) [@Exorf](https://qa.fmod.com/u/Exorf)
#### Post date: [September 21, 2023, 6:25am UTC](https://qa.fmod.com/t/ragdoll-fall-sound/20667/3 "2023-09-21T06:25:45Z")

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I just have no idea what elements should this system include. Because now it looks like this and nothing is happening

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/bb31906463d2b1bf7788242232088908138e52fb.png)  
“Simultaion generates hit events” is checked on most parts of the skeletal  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/c/c8985da0a993e444edee93a51f4df12c0b116e45.jpeg)  
But when it falls, there is silence

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### Author: ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)
#### Post date: [September 26, 2023, 2:05am UTC](https://qa.fmod.com/t/ragdoll-fall-sound/20667/4 "2023-09-26T02:05:55Z")

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I believe the only things that are missing are to do the following for CharacterMesh0 in your ALS\_AnimMan\_Character\_BP Blueprint:

- Enable “Simulation Generates Hit Events”
- Set the “Collision Preset” to “Ragdoll”
- Enable “Simulate Physics” (this basically turns on ragdolling for the mesh)

If you then place your Actor in a level and let it fall to the ground, it should ragdoll and play the selected FMOD event with each collision.
