# USoundAsset to RawSamples in Blueprints

**URL:** <https://forums.unrealengine.com/t/usoundasset-to-rawsamples-in-blueprints/791636>\
**Category:** Blueprint\
**Tags:** audio-bugs, data, play-sound-at-locati, unreal-engine, Blueprint, question\
**Created:** [March 15, 2023, 8:39pm UTC](https://forums.unrealengine.com/t/usoundasset-to-rawsamples-in-blueprints/791636 "2023-03-15T20:39:40Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![tomhalpin8](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tomhalpin8](https://forums.unrealengine.com/u/tomhalpin8)\
**Post date:** [March 15, 2023, 8:39pm UTC](https://forums.unrealengine.com/t/usoundasset-to-rawsamples-in-blueprints/791636/1 "2023-03-15T20:39:40Z")

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Is there a way to get the Raw Samples from a Sound Asset in Blueprints? I’m trying to use a tool that cooks raw data into a frame sequence and I’m trying to get it to work with just a Sound Asset. Any Thoughts? I have zero coding knowledge, so trying to keep this in Blueprints.

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**Author:** ![tomhalpin8](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tomhalpin8](https://forums.unrealengine.com/u/tomhalpin8)\
**Post date:** [March 15, 2023, 9:55pm UTC](https://forums.unrealengine.com/t/usoundasset-to-rawsamples-in-blueprints/791636/2 "2023-03-15T21:55:01Z")

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Additional info is the node I’m trying to get into expects to get uncompressed wave pcm data with 44 bytes header
