# Audio Component Feature which  Wwise and FMOD don't have ?

**URL:** <https://forums.unrealengine.com/t/audio-component-feature-which-wwise-and-fmod-dont-have/143570>\
**Category:** Audio\
**Tags:** unreal-engine\
**Created:** [May 14, 2020, 12:10pm UTC](https://forums.unrealengine.com/t/audio-component-feature-which-wwise-and-fmod-dont-have/143570 "2020-05-14T12:10:53Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![evgeni\_doudar\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@evgeni\_doudar\_1](https://forums.unrealengine.com/u/evgeni_doudar_1)\
**Post date:** [May 14, 2020, 12:10pm UTC](https://forums.unrealengine.com/t/audio-component-feature-which-wwise-and-fmod-dont-have/143570/1 "2020-05-14T12:10:53Z")

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I made little video about game I am working on [Audio Component Feature Start Time with Project Link - YouTube](https://www.youtube.com/watch?v=Q4CJ9h1arls) I am not sure is it really so. But It seems that if you need to control playhead of audio file there is no way to use Wwise and FMOD only native audio engine. If someone has some other way to control playhead of audio in middleware, please, share it with me.
