# "Reverbs" folder regarding unreal engine integration

**URL:** https://qa.fmod.com/t/reverbs-folder-regarding-unreal-engine-integration/22017
**Category:** Unreal Engine
**Tags:** ue5
**Created:** [August 19, 2024, 2:52am UTC](https://qa.fmod.com/t/reverbs-folder-regarding-unreal-engine-integration/22017 "2024-08-19T02:52:01Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![archonic](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/archonic/32/6820_2.png) [@archonic](https://qa.fmod.com/u/archonic)
#### Post date: [August 19, 2024, 2:52am UTC](https://qa.fmod.com/t/reverbs-folder-regarding-unreal-engine-integration/22017/1 "2024-08-19T02:52:02Z")

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I have seen in multiple tutorials the use of actors pre-loaded in the “FMOD/Reverbs” folder. These actors can be dragged into an Unreal Engine workspace, and presumably generated based on a snapshot that modifies a reverb effect.

However, this all seems like a bit of black magic to me. I’m not sure if FMOD actually does this, given the fact that a snapshot can modify reverbs and other things. On top of that, I can find a search result that relates to the FMOD/Reverbs folder, but once I click, I am redirected to a more generic FMOD user manual. Can I please have more information about this? I’m really just trying to create reverb zones without any code.

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### Author: ![archonic](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/archonic/32/6820_2.png) [@archonic](https://qa.fmod.com/u/archonic)
#### Post date: [August 19, 2024, 5:46pm UTC](https://qa.fmod.com/t/reverbs-folder-regarding-unreal-engine-integration/22017/2 "2024-08-19T17:46:30Z")

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Solved it. You have to use the “Audio Volume” object in Unreal.
