FMod event replication

Hey there

We are trying to implement fmod events in our multiplayer game. However, the events in fmod don’t seem to work the same way as the typical “play sound 2d” for example.

Does fmod support replication, if so what is the correct way to replicate the events?

Regards, Samuelb

I had similar issue. I unticked AutoActivate option of FMOD Audio Component which would be activated later when I start vehicle engine. But it didn’t work as I expected because I connected Activate node to EventPossessed event which doesn’t ask server to activate my A.Component.
Please be sure if you didn’t untick AutoActivate option of FMOD Audio Component or activating it with a multicast event.
You need to ask to server to activate them if you didn’t yet.