# Show FMOD String .wav file name in UE4

**URL:** <https://qa.fmod.com/t/show-fmod-string-wav-file-name-in-ue4/12516>\
**Category:** Unreal Engine\
**Created:** [June 2, 2016, 9:37pm UTC](https://qa.fmod.com/t/show-fmod-string-wav-file-name-in-ue4/12516 "2016-06-02T21:37:35Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![SonikSky](https://avatars.discourse-cdn.com/v4/letter/s/ee59a6/32.png) [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Post date:** [June 2, 2016, 9:37pm UTC](https://qa.fmod.com/t/show-fmod-string-wav-file-name-in-ue4/12516/1 "2016-06-02T21:37:35Z")

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Hi, I am wondering if there’s anyway to get FMOD to expose what the file name of the file it’s playing is in UE4.  
Currently, I’m able to get the markers to show by using print strings to UI.  
Is there a way to set up and expose the strings for the name of the sound files?

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**Author:** ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)\
**Post date:** [June 7, 2016, 1:52am UTC](https://qa.fmod.com/t/show-fmod-string-wav-file-name-in-ue4/12516/2 "2016-06-07T01:52:22Z")

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That is possible but not currently exposed by the UE4 integration. FMOD has a callback for when a sound is played or stopped:

[http://www.fmod.org/documentation/#content/generated/FMOD\_STUDIO\_EVENT\_CALLBACK\_TYPE.html](http://www.fmod.org/documentation/#content/generated/FMOD_STUDIO_EVENT_CALLBACK_TYPE.html)  
[http://www.fmod.org/docs/content/generated/FMOD\_Studio\_EventDescription\_SetCallback.html](http://www.fmod.org/docs/content/generated/FMOD_Studio_EventDescription_SetCallback.html)  
[http://www.fmod.org/docs/content/generated/FMOD\_Studio\_EventInstance\_SetCallback.html](http://www.fmod.org/docs/content/generated/FMOD_Studio_EventInstance_SetCallback.html)

From that callback, the sound name can be found. But to do this, you’d need to change the code in the FMODAudioComponent. There is a UFMODAudioComponent\_EventCallback function that could be modified to listen to those callback types, push them onto an array to send back to the main thread for blueprint, etc.

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**Author:** ![SonikSky](https://avatars.discourse-cdn.com/v4/letter/s/ee59a6/32.png) [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Post date:** [September 19, 2016, 9:21pm UTC](https://qa.fmod.com/t/show-fmod-string-wav-file-name-in-ue4/12516/3 "2016-09-19T21:21:32Z")

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> [@](#):
>
> That is possible but not currently exposed by the UE4 integration. FMOD has a callback for when a sound is played or stopped:
> 
> [http://www.fmod.org/documentation/#content/generated/FMOD\_STUDIO\_EVENT\_CALLBACK\_TYPE.html](http://www.fmod.org/documentation/#content/generated/FMOD_STUDIO_EVENT_CALLBACK_TYPE.html)  
> [http://www.fmod.org/docs/content/generated/FMOD\_Studio\_EventDescription\_SetCallback.html](http://www.fmod.org/docs/content/generated/FMOD_Studio_EventDescription_SetCallback.html)  
> [http://www.fmod.org/docs/content/generated/FMOD\_Studio\_EventInstance\_SetCallback.html](http://www.fmod.org/docs/content/generated/FMOD_Studio_EventInstance_SetCallback.html)
> 
> From that callback, the sound name can be found. But to do this, you’d need to change the code in the FMODAudioComponent. There is a UFMODAudioComponent\_EventCallback function that could be modified to listen to those callback types, push them onto an array to send back to the main thread for blueprint, etc.

Any Updates to adding this as a feature or does it still have do be done in code?

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**Author:** ![brett](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/brett/32/261_2.png) [@brett](https://qa.fmod.com/u/brett)\
**Post date:** [September 21, 2016, 6:35am UTC](https://qa.fmod.com/t/show-fmod-string-wav-file-name-in-ue4/12516/4 "2016-09-21T06:35:42Z")

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still in code at the moment
