# Sample Code for using FMOD from JS

**URL:** <https://qa.fmod.com/t/sample-code-for-using-fmod-from-js/22193>\
**Category:** FMOD Engine\
**Created:** [October 17, 2024, 1:37pm UTC](https://qa.fmod.com/t/sample-code-for-using-fmod-from-js/22193 "2024-10-17T13:37:17Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![li\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/li_fmod/32/6577_2.png) [@li\_fmod](https://qa.fmod.com/u/li_fmod)\
**Post date:** [October 22, 2024, 11:10pm UTC](https://qa.fmod.com/t/sample-code-for-using-fmod-from-js/22193/2 "2024-10-22T23:10:06Z")

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Hi,

Thank you for sharing the information.

> [@Kenosis](#):
>
> So given that, should this work in principle and if so is there any sample code available I could refer to?

That sounds like it will work in principle to me, and we do have some JS examples in the [FMOD Engine - HTML5](https://fmod.com/download#fmodengine) download on our downloads page, where you can check sample code there.

For more information, you could also have a look at a similar post here:

> [@FMOD in Node.js implementation help?](https://qa.fmod.com/t/fmod-in-node-js-implementation-help/21675/2):
>
> Apologies for the delayed response. As far as the Phaser 3 side of things goes, implementation should be fairly simple, and in line with our HTML5 examples - the main thing is to ensure that your FMOD System is updating appropriately from Phaser 3. Below are a JS file and HTML file that combine our HTML5 Studio example code with Phaser 3’s [Hello World tutorial code](https://phaser.io/tutorials/getting-started-phaser3/part5) to play a gunshot sound every time the Phaser 3 logo collides with the world bounds: 
> 
> > **phaser3Example.js**
> >
> > var FMOD = {}; …

Hope this helps, let me know if you have any questions.

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