# Trying to create Dialog Sequence with Programmer Instrument - Issues on creating Blueprint

**URL:** <https://qa.fmod.com/t/trying-to-create-dialog-sequence-with-programmer-instrument-issues-on-creating-blueprint/15383>\
**Category:** Unreal Engine\
**Created:** [January 14, 2020, 8:09pm UTC](https://qa.fmod.com/t/trying-to-create-dialog-sequence-with-programmer-instrument-issues-on-creating-blueprint/15383 "2020-01-14T20:09:16Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![TheoNogueira](https://avatars.discourse-cdn.com/v4/letter/t/9e8a1a/32.png) [@TheoNogueira](https://qa.fmod.com/u/TheoNogueira)\
**Post date:** [January 14, 2020, 8:09pm UTC](https://qa.fmod.com/t/trying-to-create-dialog-sequence-with-programmer-instrument-issues-on-creating-blueprint/15383/1 "2020-01-14T20:09:16Z")

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Hi there,

I’m trying to find the best solution for a dialogue system. The game is in UE4 and I’m using FMOD 2.0.

- I created an audio table with keys for different dialog lines.
- Those lines will be played in sequence, but by different characters, which will be played by different sound emitters on the scene.
- So, I created a 3D event for each character with a programmer instrument and connected it to the EN (English) audio table. In FMOD it plays, however, when I open in Unreal it does not.

So, if you can give me some guidance on how to setup the blueprint nodes to get this working, I would really appreciate it.

Thank you,

Best,

Theo

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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:** [January 20, 2020, 11:26pm UTC](https://qa.fmod.com/t/trying-to-create-dialog-sequence-with-programmer-instrument-issues-on-creating-blueprint/15383/2 "2020-01-20T23:26:45Z")

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> [@TheoNogueira](#):
>
> - So, I created a 3D event for each character with a programmer instrument and connected it to the EN (English) audio table. In FMOD it plays, however, when I open in Unreal it does not.

You should be able to set the Programmer sound on the event/component by using the `SetProgrammerSoundName` blueprint node, then playing the event/component.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/1X/5c1f6a3fde25c43597309b0c161abd875de9c7dd.png)

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**Author:** ![TheoNogueira](https://avatars.discourse-cdn.com/v4/letter/t/9e8a1a/32.png) [@TheoNogueira](https://qa.fmod.com/u/TheoNogueira)\
**Post date:** [April 9, 2020, 3:40pm UTC](https://qa.fmod.com/t/trying-to-create-dialog-sequence-with-programmer-instrument-issues-on-creating-blueprint/15383/3 "2020-04-09T15:40:53Z")

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That sounds good and thank you, but how would I connect that to the Unreal Audio Table?
