# Use AI Perception Component to move between sound sources.

**URL:** <https://forums.unrealengine.com/t/use-ai-perception-component-to-move-between-sound-sources/444607>\
**Category:** Audio\
**Tags:** perception-component, unreal-engine, Blueprint, question\
**Created:** [March 4, 2019, 8:58pm UTC](https://forums.unrealengine.com/t/use-ai-perception-component-to-move-between-sound-sources/444607 "2019-03-04T20:58:07Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![rconnor410](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@rconnor410](https://forums.unrealengine.com/u/rconnor410)\
**Post date:** [March 4, 2019, 8:58pm UTC](https://forums.unrealengine.com/t/use-ai-perception-component-to-move-between-sound-sources/444607/1 "2019-03-04T20:58:07Z")

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Im using an AI based entirely on sound. I have to use the AI Perception component. In its current state the AI will perceive sound correctly and move to the noise causer.

However i want it so that if say i make a noise and its coming towards me, then something else makes a noise, then it will move towards that and so on.

We are using an enum of behaviours (Roam, Follow, Attack) and using this enum as a switch in a service on the AI behaviour tree. So when the AI percieves a sound, It switches from the Roam to Follow. Which is the part that works but we cant seem to get it to follow another target if it hears something else whilst following.
