Routing Bink Video audio through FMod

I was told Bink would route the audio on Unreal Audio, and thus would require the Unreal Audio engine to be enabled, but indeed you’re right and Bink does not do that. We can in fact run Bink to play fullscreen video alongside Fmod even on consoles, without modifications and without enabling the Unreal Audio engine. However, I am still wondering if it’s possible to route Bink audio into an FMod event or bus. This could be used, for example, to play a video inside a game element such as a TV screen placed in the 3d scene and have FMod properly spatialize the audio track. We tried playing the audio track separately as a “regular” Fmod event, but audio and video cab easily get de-synced.