Community Tutorial: FMOD Event Waveform Visualization in Unreal Engine Sequencer

Unreal Engine FMOD Event Waveform Visualization in Sequencer

https://dev.epicgames.com/community/learning/tutorials/dbMa/fmod-event-waveform-visualization-in-unreal-engine-sequencer

I also added a small Editor Utility Widget to make the most common FMOD workflows in Unreal Sequencer faster and less repetitive.

The widget is included directly in the FMOD plugin content, so it can be opened and used without setting up additional project-specific tools.

Main functionality:

  • Custom Start Time / Frame — optionally specify the exact frame or time in seconds where the FMOD Event should start.
  • Add New — creates a new FMOD object/track in the current Sequencer and adds the selected Event.
  • Add to Selected — adds another FMOD Event to an already existing selected FMOD track.
  • Stop Key — adds a Stop key at the current Sequencer playhead position, useful for trimming/stopping an Event at a specific point.
  • Attach — attaches one or multiple selected FMOD sources to a selected Sequencer object. It supports Actor Components, Skeletal Mesh sockets/bones and root attachment. Batch attachment is supported as well.
  • Select FMOD Folder — selects a folder containing FMOD Events and shows only the Events from that folder in the widget, which makes working with large FMOD projects much faster.
  • Name Filter — quickly filters the displayed Events by name.
  • Refresh — reloads the Event list when FMOD content changes.

The Attach workflow also includes validation to avoid invalid selections, attachment cycles and conflicting existing Attach sections. If one of the selected FMOD objects is already attached, the tool shows a message with the affected objects instead of silently changing the Sequencer data.

The implementation is editor-only and lives inside the FMODStudio plugin. It does not change normal FMOD runtime playback, UFMODAudioComponent, banks, event loading or packaged builds.

The goal is simply to reduce the amount of repetitive manual work required when authoring FMOD Events in Sequencer, especially for cinematic sequences with many sounds.