# A built-in way to stop event X when event Y starts?

**URL:** <https://qa.fmod.com/t/a-built-in-way-to-stop-event-x-when-event-y-starts/19226>\
**Category:** FMOD Studio\
**Tags:** unity\
**Created:** [September 1, 2022, 2:35pm UTC](https://qa.fmod.com/t/a-built-in-way-to-stop-event-x-when-event-y-starts/19226 "2022-09-01T14:35:07Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Shredd](https://avatars.discourse-cdn.com/v4/letter/s/d9b06d/32.png) [@Shredd](https://qa.fmod.com/u/Shredd)\
**Post date:** [September 1, 2022, 2:35pm UTC](https://qa.fmod.com/t/a-built-in-way-to-stop-event-x-when-event-y-starts/19226/1 "2022-09-01T14:35:07Z")

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Is it possible to create a system in FMOD Studio where one event stops playing the moment another starts? For example, if “Player Jump Charging” event is playing, is it possible to send some kind of a stop command to it when “Player Jump Release” event starts?

This is possible in code, of course, but I was wondering if I could minimize coders’ work by creating a simple system like this in FMOD itself. It’s already possible to limit one event’s instances to 1, but what about between different events?

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**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [September 1, 2022, 8:06pm UTC](https://qa.fmod.com/t/a-built-in-way-to-stop-event-x-when-event-y-starts/19226/2 "2022-09-01T20:06:57Z")

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You could use a command instrument with “stop event”. However, this will stop all instances of the event (which probably isn’t a problem, in your case).
