# User modding recommendations?

**URL:** <https://qa.fmod.com/t/user-modding-recommendations/14803>\
**Category:** FMOD Studio\
**Created:** [June 23, 2019, 12:56pm UTC](https://qa.fmod.com/t/user-modding-recommendations/14803 "2019-06-23T12:56:52Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![FBrebion](https://avatars.discourse-cdn.com/v4/letter/f/6a8cbe/32.png) [@FBrebion](https://qa.fmod.com/u/FBrebion)\
**Post date:** [June 23, 2019, 12:56pm UTC](https://qa.fmod.com/t/user-modding-recommendations/14803/1 "2019-06-23T12:56:52Z")

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Hello.

What is the best / recommended way to approach user modding, since loading multiple projects isn’t supported ?

Let’s say the game project contains a weapon firing sound. We want users to be able to “override” that sound ( or create a new one and change the path it refers to, from the config files ). But obviously users cannot / shouldn’t load and modify the game’s official FMOD project.

What is the best way to handle that ? Thanks.

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**Author:** ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)\
**Post date:** [June 24, 2019, 12:20am UTC](https://qa.fmod.com/t/user-modding-recommendations/14803/2 "2019-06-24T00:20:52Z")

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I recommend reading the [supporting downloadable and user generate content](https://www.fmod.com/resources/documentation-studio?version=2.0&page=supporting-downloadable-and-user-generated-content.html) chapter of the [FMOD Studio user manual](https://www.fmod.com/resources/documentation-studio). The [creating UGC](https://www.fmod.com/resources/documentation-studio?version=2.0&page=supporting-downloadable-and-user-generated-content.html#creating-ugc) subsection covers how to let your players modify your game’s events without having to give them access to your entire FMOD Studio project.
