# Spatial events sometimes don't play

**URL:** <https://qa.fmod.com/t/spatial-events-sometimes-dont-play/24504>\
**Category:** FMOD Studio\
**Created:** [September 8, 2026, 12:07am UTC](https://qa.fmod.com/t/spatial-events-sometimes-dont-play/24504 "2026-09-08T00:07:44Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![khorwynd](https://avatars.discourse-cdn.com/v4/letter/k/b2d939/32.png) [@khorwynd](https://qa.fmod.com/u/khorwynd)\
**Post date:** [September 8, 2026, 12:07am UTC](https://qa.fmod.com/t/spatial-events-sometimes-dont-play/24504/1 "2026-09-08T00:07:44Z")

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FMOD version: 2.03.11

Unreal version: 5.0

Hello,

I’m running into an odd situation where sounds aren’t audible when you press the play button at the top but DO play when you right click and click “play from here.” We just updated from 2.02.32 and one of the more bizarre things to me is that if I place a different looping event in the same event slot in Unreal, the sound then isn’t audible.

I’ve tried these different troubleshooting moves so far:

- Slotting different events in the working UE hook
  - This one is especially odd because if I insert a different looping sound from the same bank and bus, the event then isn’t audible in-game.

- Making a new bank and moving all the sounds into that one
- Moving all sounds into a bank where those sounds were working (Vehicle Engines)

I’ve confirmed that the sounds are being called correctly and we are well under the cap of real sounds being played at once. I can add any other relevant information you may need in order to start to solve this one of course.

Thank you

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<div class="post-metadata">

**Author:** ![khorwynd](https://avatars.discourse-cdn.com/v4/letter/k/b2d939/32.png) [@khorwynd](https://qa.fmod.com/u/khorwynd)\
**Post date:** [September 9, 2026, 6:00am UTC](https://qa.fmod.com/t/spatial-events-sometimes-dont-play/24504/2 "2026-09-09T06:00:05Z")

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This is resolved!

It ended up being some bug where the compression settings in UE for the FMOD Studio plugin automatically lowered its cap for voices. Once we realized the change and increased it back to where it was, everything worked fine.
