# UE4 PlaySound anim notify and FMOD Notify Play Event - Volume and pitch problem

**URL:** https://qa.fmod.com/t/ue4-playsound-anim-notify-and-fmod-notify-play-event-volume-and-pitch-problem/16196
**Category:** Unreal Engine
**Tags:** ue4
**Created:** [September 20, 2020, 12:14pm UTC](https://qa.fmod.com/t/ue4-playsound-anim-notify-and-fmod-notify-play-event-volume-and-pitch-problem/16196 "2020-09-20T12:14:42Z")
**Posts on this page:** 5
**Page:** 1

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### Author: ![lukpcn](https://avatars.discourse-cdn.com/v4/letter/l/c89c15/32.png) [@lukpcn](https://qa.fmod.com/u/lukpcn)
#### Post date: [September 20, 2020, 12:14pm UTC](https://qa.fmod.com/t/ue4-playsound-anim-notify-and-fmod-notify-play-event-volume-and-pitch-problem/16196/1 "2020-09-20T12:14:42Z")

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Hi there…  
In UE4 I can use Play Sound notify which gives me a possibility to change volume and pitch multipliers inside particulat notify…  
FMOD Play sound Notify Event doesn’t allow that. How should I approach the situation when I want lower the volume or change pitch of the FMOD Notify sound event like in the UE4 original one ? Do I need to have multiple events to address that kind of situation ?

regards  
Lukas

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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: [September 25, 2020, 4:05am UTC](https://qa.fmod.com/t/ue4-playsound-anim-notify-and-fmod-notify-play-event-volume-and-pitch-problem/16196/2 "2020-09-25T04:05:35Z")

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> [@Replacing UE4 PlaySound anim notify with FMOD Notify Play Event - Problem](https://qa.fmod.com/t/replacing-ue4-playsound-anim-notify-with-fmod-notify-play-event-problem/16197/3):
>
> You can customize the Anim Notify blueprint to set a parameter or change the volume at the time of calling play.

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### Author: ![lukpcn](https://avatars.discourse-cdn.com/v4/letter/l/c89c15/32.png) [@lukpcn](https://qa.fmod.com/u/lukpcn)
#### Post date: [September 25, 2020, 5:54am UTC](https://qa.fmod.com/t/ue4-playsound-anim-notify-and-fmod-notify-play-event-volume-and-pitch-problem/16196/3 "2020-09-25T05:54:45Z")

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Thanks for Your reply, can You tell me one more thing ? In the notify I can set sound to follow the bone from the animated object, how can I attach sound to selected bone in this BP ? Should I just attach to component of Mesh Comp of Received Notify node ?

The second problem is that I can’t play it like You, it never plays what I put into that Received Notify const method that overrides the default behavior… am I missing something ? what Version of UE4 and FMOD You’re using ?

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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: [September 29, 2020, 4:23am UTC](https://qa.fmod.com/t/ue4-playsound-anim-notify-and-fmod-notify-play-event-volume-and-pitch-problem/16196/4 "2020-09-29T04:23:41Z")

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There is a blueprint (left) and a c++ (right) version of the notify code that you can modify.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/0/0531d93c3874d71d85a7d8ebe99ff70c7c491f23.png)

I was testing with UE4.25 & FMOD 2.00.

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### Author: ![lukpcn](https://avatars.discourse-cdn.com/v4/letter/l/c89c15/32.png) [@lukpcn](https://qa.fmod.com/u/lukpcn)
#### Post date: [September 29, 2020, 2:46pm UTC](https://qa.fmod.com/t/ue4-playsound-anim-notify-and-fmod-notify-play-event-volume-and-pitch-problem/16196/5 "2020-09-29T14:46:04Z")

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Managed to do that, now it works like it should be, thanks a lot.
