# Smooth transitions between fmod events (not music)

**URL:** https://qa.fmod.com/t/smooth-transitions-between-fmod-events-not-music/23210
**Category:** FMOD Studio
**Tags:** ue5
**Created:** [July 31, 2025, 9:34pm UTC](https://qa.fmod.com/t/smooth-transitions-between-fmod-events-not-music/23210 "2025-07-31T21:34:06Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![gunazy](https://avatars.discourse-cdn.com/v4/letter/g/4491bb/32.png) [@gunazy](https://qa.fmod.com/u/gunazy)
#### Post date: [July 31, 2025, 9:34pm UTC](https://qa.fmod.com/t/smooth-transitions-between-fmod-events-not-music/23210/1 "2025-07-31T21:34:06Z")

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Hi everyone! I’ve recently started working with FMOD for sound implementation (using UE5). I’m really struggling to figure out how to make smooth transitions between FMOD Events.

The thing is, I have 6 character animations in UE, and each one has an FMOD Anim Notify. Each FMOD event contains a “stop event” command to prevent all events from playing simultaneously when the character’s animations change (they change quickly, for example from idle to attack). The stop event works fine, but it cuts off the previous sound so bad, which makes everything sound unnatural.

Are there any ways to make FMOD event transitions smoother and less harsh? I’d prefer not to do this via blueprints in UE — I’m trying to find an easier way to do it.

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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: [August 5, 2025, 12:53am UTC](https://qa.fmod.com/t/smooth-transitions-between-fmod-events-not-music/23210/2 "2025-08-05T00:53:25Z")

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Hi,

Thank you for reaching out!

> [@gunazy](#):
>
> Are there any ways to make FMOD event transitions smoother and less harsh? I’d prefer not to do this via blueprints in UE — I’m trying to find an easier way to do it.

Yes, there are several ways to smooth out transitions between FMOD events. One simple approach is to add an [**AHDSR modulation**](https://www.fmod.com/docs/2.02/studio/modulator-reference.html#ahdsr-modulator) to the volume of the event’s **master track**. This allows you to control the **fade-in and fade-out** behavior when events are triggered or stopped, which can help reduce those harsh cutoffs when switching animations.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/e/e24c43666f190a0ce7c3842e8605b5265bc594a2.png)

Hope this helps! let me know if you have questions.

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### Author: ![gunazy](https://avatars.discourse-cdn.com/v4/letter/g/4491bb/32.png) [@gunazy](https://qa.fmod.com/u/gunazy)
#### Post date: [August 5, 2025, 3:52pm UTC](https://qa.fmod.com/t/smooth-transitions-between-fmod-events-not-music/23210/3 "2025-08-05T15:52:03Z")

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Thank you! It worked pretty well in the game 🙂
