# Reading the volume of FMOD event audio asset from UE4 Blueprint

**URL:** <https://qa.fmod.com/t/reading-the-volume-of-fmod-event-audio-asset-from-ue4-blueprint/19683>\
**Category:** FMOD Studio\
**Tags:** ue4, blueprints\
**Created:** [December 27, 2022, 10:07pm UTC](https://qa.fmod.com/t/reading-the-volume-of-fmod-event-audio-asset-from-ue4-blueprint/19683 "2022-12-27T22:07:57Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![abogoev](https://avatars.discourse-cdn.com/v4/letter/a/57b2e6/32.png) [@abogoev](https://qa.fmod.com/u/abogoev)\
**Post date:** [December 27, 2022, 10:07pm UTC](https://qa.fmod.com/t/reading-the-volume-of-fmod-event-audio-asset-from-ue4-blueprint/19683/1 "2022-12-27T22:07:57Z")

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Hi, I would like to read the volume of a voiceover asset as it’s playing. There’s no obvious way from the docs or looking at the blueprint classes in UE4. I see there’s a BP node, “Get Parameter”, that promises to return a float. Which I assume comes from the method here [FMOD - API | ufmodaudiocomponent getparameter](https://www.fmod.com/docs/2.00/unreal/api-reference-ufmodaudiocomponent.html#ufmodaudiocomponent_getparameter)

But how do i get the float to return anything? What parameters are available? Looking at the class yielded nothing. The parameter cache was noted in the API docs, so I thought to get the array of key names from the FMOD Audio component object reference(i only saw it in API docs, blueprint docs are missing for FMOD 2.00.06). I printed the length and iterated the array of key names to the UE4 output log.

This returned an output of:

```auto
FMOD PARAMETER ARRAY LENGTH :: 0
FMOD PARAMETER :: END

```

Which tells me there’s nothing there ? ? ?

Ideally, I’d like return the volume. But if I can set a curve in the event within FMOD Studio or read whether the timeline has an asset on it, that would be good enough.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/9/93c5c37fa7be8bc31974b1468ca7c66b43448fd3.png)

Can anyone help me in my quest?

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<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [December 28, 2022, 5:54am UTC](https://qa.fmod.com/t/reading-the-volume-of-fmod-event-audio-asset-from-ue4-blueprint/19683/2 "2022-12-28T05:54:48Z")

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Hi,

What version of Unreal and FMOD are you using?

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<div class="post-metadata">

**Author:** ![abogoev](https://avatars.discourse-cdn.com/v4/letter/a/57b2e6/32.png) [@abogoev](https://qa.fmod.com/u/abogoev)\
**Post date:** [December 28, 2022, 3:20pm UTC](https://qa.fmod.com/t/reading-the-volume-of-fmod-event-audio-asset-from-ue4-blueprint/19683/3 "2022-12-28T15:20:36Z")

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Hi Connor, we’re using UE 4.24.3 and FMOD Studio 2.00.06

This is what my test to the output log looked like btw:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/4/417e13bc2c821ae996b9a9a69d39a142eb888e0c.png)

Get array, print length, iterate the keys, print each key, print when done.

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<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [January 2, 2023, 10:44pm UTC](https://qa.fmod.com/t/reading-the-volume-of-fmod-event-audio-asset-from-ue4-blueprint/19683/4 "2023-01-02T22:44:10Z")

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Hi,

Unfortunately, we no longer support FMOD versions older than 2.01 or Unreal versions older than 2.25.

The `GetParameter` node is for retrieving parameters that have been added to your FMOD Event further explained under [FMOD Studio | Parameters](https://fmod.com/docs/2.02/studio/parameters.html). However, you could get the volume of a sound by using a DSP callback, we provide a C++ example of how to do this included in our FMOD Engine download. Getting the volume levels would require you to write some C++ code in unreal.

> [@abogoev](#):
>
> read whether the timeline has an asset on it

Could you elaborate on what you mean by this?

In the 2.02.11 update, we do now include an `Event Stopped` callback, which will let you know if the event has reached its completion.

Hope this helps!
