# \#ue4

**URL:** https://qa.fmod.com/tag/ue4/12.md

[Latest](https://qa.fmod.com/latest.md) · [Categories](https://qa.fmod.com/categories.md) · [Tags](https://qa.fmod.com/tags.md)

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## [Crashes in UE5 FMod - "MAGIC\_WORD" error](https://qa.fmod.com/t/crashes-in-ue5-fmod-magic-word-error/24528)

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**Author:** [@CaylebObserver](https://qa.fmod.com/u/CaylebObserver)\
**Replies:** 0\
**Last updated:** [September 23, 2026, 9:10am UTC](https://qa.fmod.com/t/crashes-in-ue5-fmod-magic-word-error/24528 "2026-09-23T09:10:16Z")

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Hello, We’re having regular hard crashes in editor with the error referencing MAGICWORD within Fmod, which begin after multiple PIE sessions have been started. We are using: UE 5.6 FMOD build version 2.03.13 DLL Ver…

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## [Modding FMOD audio in Unreal Engine games](https://qa.fmod.com/t/modding-fmod-audio-in-unreal-engine-games/24256)

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**Author:** [@oldboydemon](https://qa.fmod.com/u/oldboydemon)\
**Replies:** 3\
**Last updated:** [May 25, 2026, 12:31am UTC](https://qa.fmod.com/t/modding-fmod-audio-in-unreal-engine-games/24256 "2026-05-25T00:31:15Z")

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Hi, I’ve recently been playing around with modding and am currently attempting to mod audio files in a game that uses FMOD. However, I’m struggling to get it working how I’d like, so I have a few questions that will hop…

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## [Unreal 4.7, FMOD loses all references to bank and all generated files when regenerated, only works on a second load of Unreal](https://qa.fmod.com/t/unreal-4-7-fmod-loses-all-references-to-bank-and-all-generated-files-when-regenerated-only-works-on-a-second-load-of-unreal/20544)

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**Author:** [@MarkProveau](https://qa.fmod.com/u/MarkProveau)\
**Replies:** 13\
**Last updated:** [May 12, 2026, 1:11am UTC](https://qa.fmod.com/t/unreal-4-7-fmod-loses-all-references-to-bank-and-all-generated-files-when-regenerated-only-works-on-a-second-load-of-unreal/20544 "2026-05-12T01:11:54Z")

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I am havign a strange issue that is affecting my team and a large project we are part of. We have “FMOD 2.02.15, 64bit, built #134211” set up and have been using it for several months with varying degrees of success wit…

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## [Dialogue System with Audio Table and Parameters](https://qa.fmod.com/t/dialogue-system-with-audio-table-and-parameters/24019)

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**Author:** [@mjohnson3484](https://qa.fmod.com/u/mjohnson3484)\
**Replies:** 3\
**Last updated:** [May 4, 2026, 8:31am UTC](https://qa.fmod.com/t/dialogue-system-with-audio-table-and-parameters/24019 "2026-05-04T08:31:54Z")

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I am trying to create a dialogue system with various NPC types and states (Ex. Soldier\_Female\_British\_Idle) as well as variations and a parameter for “Dialogue Rarity”. The Audio Table / Programmer Instrument method does…

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## [Using multiple platforms for the purpose of output formats](https://qa.fmod.com/t/using-multiple-platforms-for-the-purpose-of-output-formats/24143)

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**Author:** [@louietaylorcomposer](https://qa.fmod.com/u/louietaylorcomposer)\
**Replies:** 2\
**Last updated:** [April 9, 2026, 6:49am UTC](https://qa.fmod.com/t/using-multiple-platforms-for-the-purpose-of-output-formats/24143 "2026-04-09T06:49:15Z")

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Hello, We’ve been following a few topics and also documentation on this issue of using different platforms for different outputs. The aim is the have a 5.1 surround mix for the default ‘Desktop’ platform and then ‘Deskt…

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## [FMOD+Unreal+鸿蒙系统 Cannot access Resource Manager](https://qa.fmod.com/t/fmod-unreal-cannot-access-resource-manager/24137)

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**Author:** [@pigeon55](https://qa.fmod.com/u/pigeon55)\
**Replies:** 9\
**Last updated:** [April 1, 2026, 3:28am UTC](https://qa.fmod.com/t/fmod-unreal-cannot-access-resource-manager/24137 "2026-04-01T03:28:54Z")

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你好，我们现在在为项目接入鸿蒙系统，版本是 FMOD 2.3 和 UE4.27。 根据文档，在onCreate onDestroy中分别调用了 fmod.init(this) 和 fmod.close()，同时也在WindowActive、InActive下添加了对应的代码。 但是运行时无法播放声音。 Log中有 Cannot access Resource Manager 的 Warning，但加的打印显示在这条Warni…

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## [Nintendo Switch 2 Support](https://qa.fmod.com/t/nintendo-switch-2-support/23946)

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**Author:** [@Jok](https://qa.fmod.com/u/Jok)\
**Replies:** 1\
**Last updated:** [January 28, 2026, 10:21pm UTC](https://qa.fmod.com/t/nintendo-switch-2-support/23946 "2026-01-28T22:21:51Z")

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We are starting development on a new project and as part of the technical analysis we have noticed, that there are not dedicated binaries for Nintendo Switch 2. All our projects so far have made use of FMOD, and we wante…

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## [FMOD Studio 2.02.13 for Switch 2](https://qa.fmod.com/t/fmod-studio-2-02-13-for-switch-2/23538)

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**Author:** [@StefanLausecker](https://qa.fmod.com/u/StefanLausecker)\
**Replies:** 2\
**Last updated:** [November 19, 2025, 6:46am UTC](https://qa.fmod.com/t/fmod-studio-2-02-13-for-switch-2/23538 "2025-11-19T06:46:20Z")

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Hello there, we would be in need for the FMOD version 2.02.13 for UE4 4.27+ Can you provide a download link for us? thanks Stefan

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## [THX spatial audio compatibility](https://qa.fmod.com/t/thx-spatial-audio-compatibility/19819)

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**Author:** [@diegosambataro](https://qa.fmod.com/u/diegosambataro)\
**Replies:** 4\
**Last updated:** [February 6, 2023, 9:31pm UTC](https://qa.fmod.com/t/thx-spatial-audio-compatibility/19819 "2023-02-06T21:31:50Z")

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(sorry for my english) Project info: Fmod 2.02.11 + UE 5.1.0 Hi, recently i was asking if there is a way to make my game compatible with THX spatial audio. According to THX, it is compatible with every game and headpho…

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## [Fixed: Regression Error: Not all events play in cooked game](https://qa.fmod.com/t/fixed-regression-error-not-all-events-play-in-cooked-game/18832)

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**Author:** [@JanKavan](https://qa.fmod.com/u/JanKavan)\
**Replies:** 5\
**Last updated:** [June 26, 2023, 2:31am UTC](https://qa.fmod.com/t/fixed-regression-error-not-all-events-play-in-cooked-game/18832 "2023-06-26T02:31:28Z")

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Hi there, a few years ago I had a problem with FMOD initializing audio banks too late, thus randomly ignoring some sound events in the cooked build. Inside UE4 editor, everything works correctly, but upon packaging the …

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## [How to get the Parameters in the event](https://qa.fmod.com/t/how-to-get-the-parameters-in-the-event/23286)

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**Author:** [@NDDEVGAME](https://qa.fmod.com/u/NDDEVGAME)\
**Replies:** 1\
**Last updated:** [September 1, 2025, 2:04am UTC](https://qa.fmod.com/t/how-to-get-the-parameters-in-the-event/23286 "2025-09-01T02:04:56Z")

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Hi, I want to get all the Parameter in a Fmod Sound. But I got : \[FMOD\] RuntimeManager accessed outside of runtime. Do not use RuntimeManager for Editor-only functionality; create your own System objects instead. Is th…

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## [Do Unreal FMOD Components Release Themselves When Finished Playing?](https://qa.fmod.com/t/do-unreal-fmod-components-release-themselves-when-finished-playing/23277)

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**Author:** [@dshodge](https://qa.fmod.com/u/dshodge)\
**Replies:** 7\
**Last updated:** [August 30, 2025, 8:07pm UTC](https://qa.fmod.com/t/do-unreal-fmod-components-release-themselves-when-finished-playing/23277 "2025-08-30T20:07:52Z")

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I haven’t been able to find a clear answer to this question, so I’m hoping to get some clarity. If I play an FMOD component in Unreal, will the event automatically be released when it finishes playing, or do I need to ma…

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## [Set Timeline Position Not Working Properly If Set Before Sample Data Is Finished Loading](https://qa.fmod.com/t/set-timeline-position-not-working-properly-if-set-before-sample-data-is-finished-loading/23241)

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**Author:** [@dshodge](https://qa.fmod.com/u/dshodge)\
**Replies:** 1\
**Last updated:** [August 19, 2025, 4:02am UTC](https://qa.fmod.com/t/set-timeline-position-not-working-properly-if-set-before-sample-data-is-finished-loading/23241 "2025-08-19T04:02:13Z")

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I’ve been trying to make use of the “Set Timeline Position” node in unreal, but I think I’m experiencing a bug. I’m working on a project where we need to have music synced with visuals so I’ve opted to set the music ass…

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## [How can I make it work with Git?](https://qa.fmod.com/t/how-can-i-make-it-work-with-git/23162)

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**Author:** [@marcikaa78](https://qa.fmod.com/u/marcikaa78)\
**Replies:** 1\
**Last updated:** [July 18, 2025, 2:32am UTC](https://qa.fmod.com/t/how-can-i-make-it-work-with-git/23162 "2025-07-18T02:32:18Z")

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I wanted to enable version control for FMOD studio, but I didn’t see a Git option. Can someone recommend me a workaround?

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## [FMOD version 2.02 Unreal Engine 4.27 PS5 SDK 11.00 Request](https://qa.fmod.com/t/fmod-version-2-02-unreal-engine-4-27-ps5-sdk-11-00-request/22766)

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**Author:** [@paul\_plasticfern](https://qa.fmod.com/u/paul_plasticfern)\
**Replies:** 11\
**Last updated:** [July 10, 2025, 4:55am UTC](https://qa.fmod.com/t/fmod-version-2-02-unreal-engine-4-27-ps5-sdk-11-00-request/22766 "2025-07-10T04:55:12Z")

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Hello, Currently we are on FMOD version 2.02.16. Is it possible to get any support for PS5 SDK 11.00 for 2.02 in Unreal 4.27? It’s fine if we have to upgrade the minor version. Thanks, Paul

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## [How to identify events in the API Calls window (Profiler)](https://qa.fmod.com/t/how-to-identify-events-in-the-api-calls-window-profiler/17792)

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**Author:** [@chrisjdarcy](https://qa.fmod.com/u/chrisjdarcy)\
**Replies:** 5\
**Last updated:** [June 17, 2025, 12:12am UTC](https://qa.fmod.com/t/how-to-identify-events-in-the-api-calls-window-profiler/17792 "2025-06-17T00:12:26Z")

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How do we identify events with the API Calls window? There’s only numbers in the arguments for the calls.

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## [FMOD Studio bank (re)build does not reflect in Unreal Editor](https://qa.fmod.com/t/fmod-studio-bank-re-build-does-not-reflect-in-unreal-editor/22876)

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**Author:** [@EternalStarlight](https://qa.fmod.com/u/EternalStarlight)\
**Replies:** 1\
**Last updated:** [May 5, 2025, 11:18pm UTC](https://qa.fmod.com/t/fmod-studio-bank-re-build-does-not-reflect-in-unreal-editor/22876 "2025-05-05T23:18:36Z")

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Hello, I recently tried to get my project setup for use with UnrealGameSync but failed since I use both Windows and Linux within my development workflow. In that time I noticed recently that not only does Live Update se…

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## [\[BUG?\] Sometimes calling add group created two signal paths](https://qa.fmod.com/t/bug-sometimes-calling-add-group-created-two-signal-paths/22626)

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**Author:** [@skylar1992](https://qa.fmod.com/u/skylar1992)\
**Replies:** 3\
**Last updated:** [March 17, 2025, 4:04am UTC](https://qa.fmod.com/t/bug-sometimes-calling-add-group-created-two-signal-paths/22626 "2025-03-17T04:04:34Z")

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We have a feature that requires routing channel groups to different buses on the fly with calling add channel group. According to this post, looks like channel group can only have 1 output and that is the case we’ve b…

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## [Fmod doppler problem](https://qa.fmod.com/t/fmod-doppler-problem/20972)

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**Author:** [@GraninBeatz](https://qa.fmod.com/u/GraninBeatz)\
**Replies:** 11\
**Last updated:** [February 24, 2025, 2:24am UTC](https://qa.fmod.com/t/fmod-doppler-problem/20972 "2025-02-24T02:24:35Z")

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I’m making a racing game, I ran into a problem when using the doppler effect, I applied the effect on the engine sound so that when the ai drive past there is a realistic effect, but now when I turn the camera the sound …

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## [Failed to encode bank. A specific file could not be found. Unreal Engine events inaudible](https://qa.fmod.com/t/failed-to-encode-bank-a-specific-file-could-not-be-found-unreal-engine-events-inaudible/18707)

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**Author:** [@JHalliwell](https://qa.fmod.com/u/JHalliwell)\
**Replies:** 3\
**Last updated:** [January 23, 2025, 2:28pm UTC](https://qa.fmod.com/t/failed-to-encode-bank-a-specific-file-could-not-be-found-unreal-engine-events-inaudible/18707 "2025-01-23T14:28:43Z")

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As soon as I build my FMOD session all the FMOD events within Unreal become inaudible. Here is what FMOD says when I build. Can anyone help?

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## [How to use System-\>setParameterByNameWithLabel](https://qa.fmod.com/t/how-to-use-system-setparameterbynamewithlabel/22511)

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**Author:** [@rrzayev](https://qa.fmod.com/u/rrzayev)\
**Replies:** 2\
**Last updated:** [January 23, 2025, 2:44am UTC](https://qa.fmod.com/t/how-to-use-system-setparameterbynamewithlabel/22511 "2025-01-23T02:44:06Z")

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Hello, we have a string parameter (label) in our project on FMOD side, I need to update it on C++ side in Unreal. The function that I have been using so far supports only float arguments: UFMODBlueprintStatics::SetGlob…

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## [Transitions for Labelled Parameters](https://qa.fmod.com/t/transitions-for-labelled-parameters/16828)

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**Author:** [@AlannaMatler](https://qa.fmod.com/u/AlannaMatler)\
**Replies:** 36\
**Last updated:** [January 16, 2025, 4:28am UTC](https://qa.fmod.com/t/transitions-for-labelled-parameters/16828 "2025-01-16T04:28:44Z")

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Hello there! We’re trying to implement an adaptive music system into our game (using FMOD and UE4), and so far there’s been mostly success but I was wondering if there’s a good way to fade into and out of labelled param…

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## [Error when builiding banks for PlayStation 4: "Failed to encode bank due to the following error: An operating system based file error was encountered."](https://qa.fmod.com/t/error-when-builiding-banks-for-playstation-4-failed-to-encode-bank-due-to-the-following-error-an-operating-system-based-file-error-was-encountered/18357)

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**Author:** [@filvox](https://qa.fmod.com/u/filvox)\
**Replies:** 14\
**Last updated:** [January 14, 2025, 10:54pm UTC](https://qa.fmod.com/t/error-when-builiding-banks-for-playstation-4-failed-to-encode-bank-due-to-the-following-error-an-operating-system-based-file-error-was-encountered/18357 "2025-01-14T22:54:52Z")

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Like the title says. When building the “VO” bank for PlayStation 4 I get this error: Failed to encode bank “VO” due to the following error: An operating system based file error was encountered. I work with Unreal Engine …

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## [Playing mpeg radio station on PS4](https://qa.fmod.com/t/playing-mpeg-radio-station-on-ps4/22368)

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**Author:** [@stargx](https://qa.fmod.com/u/stargx)\
**Replies:** 11\
**Last updated:** [January 9, 2025, 1:16am UTC](https://qa.fmod.com/t/playing-mpeg-radio-station-on-ps4/22368 "2025-01-09T01:16:50Z")

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Hi, I’m tyring to play a radio stream on PS4, but I’m getting a FMOD\_ERR\_FORMAT error from system-\>playSound(…). The stream is mpeg. Is there something I need to enable on PS4 to get this to work? Here’s the url: yp…

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## [Is it possible to route Fmod audio to an Unreal Submix?](https://qa.fmod.com/t/is-it-possible-to-route-fmod-audio-to-an-unreal-submix/19874)

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**Author:** [@NotoriousLou](https://qa.fmod.com/u/NotoriousLou)\
**Replies:** 3\
**Last updated:** [December 18, 2024, 1:12am UTC](https://qa.fmod.com/t/is-it-possible-to-route-fmod-audio-to-an-unreal-submix/19874 "2024-12-18T01:12:03Z")

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Hello everyone, I am working on a game in ue4 with music interactions. I know this is more of an Unreal related question but I did not get any answer from Unreal’s forum about this : I would like to know if there is a …

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## [UE 4.24 - Sync files / deleted FMOD events still in UE FMOD content folder](https://qa.fmod.com/t/ue-4-24-sync-files-deleted-fmod-events-still-in-ue-fmod-content-folder/15916)

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**Author:** [@gamerrc](https://qa.fmod.com/u/gamerrc)\
**Replies:** 5\
**Last updated:** [December 11, 2024, 3:41am UTC](https://qa.fmod.com/t/ue-4-24-sync-files-deleted-fmod-events-still-in-ue-fmod-content-folder/15916 "2024-12-11T03:41:59Z")

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I was setting up the integration of and testing FMOD for a UE project and I ran into the case where I had deleted an event from FMOD, saved and built it, but the event is still shown in the UE FMOD folder. Is there any w…

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## [Making audio come out of both PC speakers as well as PS5 Controller (vibration/speaker) on Windows](https://qa.fmod.com/t/making-audio-come-out-of-both-pc-speakers-as-well-as-ps5-controller-vibration-speaker-on-windows/17901)

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**Author:** [@schauhan](https://qa.fmod.com/u/schauhan)\
**Replies:** 15\
**Last updated:** [November 26, 2024, 12:39pm UTC](https://qa.fmod.com/t/making-audio-come-out-of-both-pc-speakers-as-well-as-ps5-controller-vibration-speaker-on-windows/17901 "2024-11-26T12:39:02Z")

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Hi, Just wanted to know if the PS5 Controller vibration system (advanced vibration) can be made to work on PC with the speakers. I have set the controller’s scePadSetVibrationMode to advanced, and setting the audio dev…

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## [Sound downmixed to mono when playing on a ChannelGroup](https://qa.fmod.com/t/sound-downmixed-to-mono-when-playing-on-a-channelgroup/19437)

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**Author:** [@Bnnoy](https://qa.fmod.com/u/Bnnoy)\
**Replies:** 4\
**Last updated:** [November 19, 2024, 1:47pm UTC](https://qa.fmod.com/t/sound-downmixed-to-mono-when-playing-on-a-channelgroup/19437 "2024-11-19T13:47:56Z")

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Hello! I’ve just hit a weird behavior with a dynamically created/played FMOD::Sound (I need to use Core API because I need to get/setTimelinePosition often and it does not work well with Programmer Sounds) What I do: …

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## [Problem with HRTF in VR game](https://qa.fmod.com/t/problem-with-hrtf-in-vr-game/22257)

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**Author:** [@Sirius\_Zett](https://qa.fmod.com/u/Sirius_Zett)\
**Replies:** 1\
**Last updated:** [November 7, 2024, 10:15pm UTC](https://qa.fmod.com/t/problem-with-hrtf-in-vr-game/22257 "2024-11-07T22:15:50Z")

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Hello! I’m working on sound development for a game on Meta Quest 2. We’re using Unreal Engine, FMOD, and Steam Audio. We have an issue: when we listen to the gunfire sound within the engine, everything sounds good. But w…

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## [FMOD\_Tremor cpu process](https://qa.fmod.com/t/fmod-tremor-cpu-process/16218)

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**Author:** [@nmykhailov](https://qa.fmod.com/u/nmykhailov)\
**Replies:** 3\
**Last updated:** [October 13, 2024, 9:38pm UTC](https://qa.fmod.com/t/fmod-tremor-cpu-process/16218 "2024-10-13T21:38:48Z")

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Hi! Could you please suggest what FMOD\_tremor\_mdct\_backward process is about?

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