# Send audio data from FMOD into Unreal Engine for use in Niagara (audiolink)

**URL:** https://qa.fmod.com/t/send-audio-data-from-fmod-into-unreal-engine-for-use-in-niagara-audiolink/22910
**Category:** Unreal Engine
**Created:** [May 7, 2025, 8:02pm UTC](https://qa.fmod.com/t/send-audio-data-from-fmod-into-unreal-engine-for-use-in-niagara-audiolink/22910 "2025-05-07T20:02:31Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![Llorencgarcia](https://avatars.discourse-cdn.com/v4/letter/l/7bcc69/32.png) [@Llorencgarcia](https://qa.fmod.com/u/Llorencgarcia)
#### Post date: [May 7, 2025, 8:02pm UTC](https://qa.fmod.com/t/send-audio-data-from-fmod-into-unreal-engine-for-use-in-niagara-audiolink/22910/1 "2025-05-07T20:02:31Z")

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Hi everyone,

I’m trying to send audio data from FMOD into Unreal Engine for use in Niagara, with the goal of driving real-time object modifications. I understand this can be achieved using AudioLink, but the official documentation isn’t very clear.

Following the instructions here: [https://www.fmod.com/docs/2.02/unreal/audiolink.html](https://www.fmod.com/docs/2.02/unreal/audiolink.html), I’ve created an FMOD event with a Programmer Instrument set to Async Loop, and assigned it to a bank. In Unreal, I created an FMOD AudioLink Settings asset.

At this point, I believe I need to link the AudioLink\_FMOD\_Event to the FMOD AudioLink Settings, and then route it to a UE Submix in order to access it from Niagara — but I’m a bit lost on how to properly complete this step.

Could anyone point me in the right direction, or recommend a tutorial that walks through this setup?

Thanks in advance!

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### Author: ![tgybels](https://avatars.discourse-cdn.com/v4/letter/t/aeb1de/32.png) [@tgybels](https://qa.fmod.com/u/tgybels)
#### Post date: [May 8, 2025, 7:59pm UTC](https://qa.fmod.com/t/send-audio-data-from-fmod-into-unreal-engine-for-use-in-niagara-audiolink/22910/2 "2025-05-08T19:59:26Z")

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Hey, I’m also very interested in the answer to this. it doesn’t work with Submix at all… There’s clearly a lack of proper documentation on how to fully set up FMOD AudioLink for use with Niagara in Unreal:frowning:. I want to use FMOD for my UE project but if there’s no solution then what’s the point of using it, because my project will have a lot of VFX.

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### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [May 14, 2025, 3:44am UTC](https://qa.fmod.com/t/send-audio-data-from-fmod-into-unreal-engine-for-use-in-niagara-audiolink/22910/3 "2025-05-14T03:44:02Z")

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> [@Llorencgarcia](#):
>
> send audio data from FMOD into Unreal Engine

[AudioLink](https://docs.unrealengine.com/en-US/audiolink/) is an API that connects Unreal Audio Engine to external software, allowing Audio to be passed **from Unreal to FMOD**. It does not let you pass audio from FMOD to Unreal. You can play FMOD Events directly in Niagara using the Niagara Modules supplied with the plugin, [https://www.fmod.com/docs/2.02/unreal/niagara.html](https://www.fmod.com/docs/2.02/unreal/niagara.html).

If you want to play UE audio in Niagara and play it through FMOD using AudioLink, then the correct AudioLink settings need to be applied to the Sound Cue/MetaSound/Sound Wave. [https://www.fmod.com/docs/2.02/unreal/audiolink.html#source](https://www.fmod.com/docs/2.02/unreal/audiolink.html#source).
