# SFX Sound different in UE5 than in Fmod

**URL:** <https://qa.fmod.com/t/sfx-sound-different-in-ue5-than-in-fmod/23739>\
**Category:** Unreal Engine\
**Created:** [December 1, 2025, 2:39pm UTC](https://qa.fmod.com/t/sfx-sound-different-in-ue5-than-in-fmod/23739 "2025-12-01T14:39:29Z")\
**Posts on this page:** 5\
**Page:** 1

<div class="post-metadata">

**Author:** ![Luurio](https://avatars.discourse-cdn.com/v4/letter/l/ecb155/32.png) [@Luurio](https://qa.fmod.com/u/Luurio)\
**Post date:** [December 1, 2025, 2:39pm UTC](https://qa.fmod.com/t/sfx-sound-different-in-ue5-than-in-fmod/23739/1 "2025-12-01T14:39:30Z")

</div>

I don’t know if I’m going crazy, but to me this water drop sound seems different and more “unclean“ in UE5 than what it sounds like in Fmod. In Fmod I have a reverb Return for the SoundFx, And in Ue5 im just calling the Play FmodComponent. The sound in Fmod is “Pummmmmmm“, but in UE5 its like “Prrruummmm“ am I crazy?

> **[2025-12-01 16-31-52.m4v](https://drive.google.com/file/d/1gMkvER2gqkPSOhObWEub98aOWgK6Iedq/view?usp=sharing)**
>
> Google Drive file.

---

<div class="post-metadata">

**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:** [December 3, 2025, 11:11pm UTC](https://qa.fmod.com/t/sfx-sound-different-in-ue5-than-in-fmod/23739/2 "2025-12-03T23:11:50Z")

</div>

Hi,

Thank you for sharing the information!

> [@Luurio](#):
>
> The sound in Fmod is “Pummmmmmm“, but in UE5 its like “Prrruummmm“ am I crazy?

From what I can see this is likely expected behaviour. In UE5 the event is being played as a 3D sound and seems to be attached to the instantiated light point, which is some distance away from the player/listener. That means 3D spatialization and distance attenuation are applied, so it won’t sound exactly the same as when you audition it directly in FMOD Studio.

As a quick test, could you please temporarily make the event 2D (remove the [Spatializer](https://www.fmod.com/docs/2.03/studio/effect-reference.html#spatializer)) and then try it again in UE5?

If it sounds much closer to what you hear in FMOD Studio, that would confirm the difference is coming from the 3D spatialization rather than from the sound itself.

---

<div class="post-metadata">

**Author:** ![Luurio](https://avatars.discourse-cdn.com/v4/letter/l/ecb155/32.png) [@Luurio](https://qa.fmod.com/u/Luurio)\
**Post date:** [December 4, 2025, 10:34pm UTC](https://qa.fmod.com/t/sfx-sound-different-in-ue5-than-in-fmod/23739/3 "2025-12-04T22:34:08Z")

</div>

So I removed the spacializer and set the sound to play on Begin Play as a 2D event and it still sounds so different

---

<div class="post-metadata">

**Author:** ![Luurio](https://avatars.discourse-cdn.com/v4/letter/l/ecb155/32.png) [@Luurio](https://qa.fmod.com/u/Luurio)\
**Post date:** [December 4, 2025, 11:08pm UTC](https://qa.fmod.com/t/sfx-sound-different-in-ue5-than-in-fmod/23739/4 "2025-12-04T23:08:21Z")

</div>

I figured that maybe Fmod or UE was not setting/saving the reverb values properly, as in some values are getting exaggerated. So for now I set the Dry level to the lowest value possible and now the sounds are much more similar

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/f/f8372d3c86b18f92cfaa4b682c8c9cb763d0c5a2.png)

---

<div class="post-metadata">

**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:** [December 10, 2025, 12:20am UTC](https://qa.fmod.com/t/sfx-sound-different-in-ue5-than-in-fmod/23739/5 "2025-12-10T00:20:48Z")

</div>

Thank you for sharing the solution here!
