# Accessing Inbuilt Parameters via API

**URL:** <https://qa.fmod.com/t/accessing-inbuilt-parameters-via-api/19487>\
**Category:** Unity\
**Tags:** unity, csharp\
**Created:** [November 7, 2022, 5:28pm UTC](https://qa.fmod.com/t/accessing-inbuilt-parameters-via-api/19487 "2022-11-07T17:28:11Z")\
**Posts on this page:** 1\
**Showing post:** 4

<div class="post-metadata">

**Author:** ![NiccoloGranieri](https://avatars.discourse-cdn.com/v4/letter/n/6de8d8/32.png) [@NiccoloGranieri](https://qa.fmod.com/u/NiccoloGranieri)\
**Post date:** [November 9, 2022, 2:36pm UTC](https://qa.fmod.com/t/accessing-inbuilt-parameters-via-api/19487/4 "2022-11-09T14:36:34Z")

</div>

I simplified the code even more, using some a suggested implementation found [here](https://qa.fmod.com/t/example-of-getparametervalue/17978), and now I get 3.40282347E+38 when trying to access parameterValue, and 0 when trying to access finalParameterValue.

```auto
    float parameterValue;
    float finalParameterValue;
    public FMODUnity.EventReference eventRef;
    FMOD.Studio.EventInstance eventInst;

    void Start()
    {
        eventInst = FMODUnity.RuntimeManager.CreateInstance(eventRef);
    }

    void Update()
    {
        eventInst.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(gameObject));
        eventInst.getParameterByName("Distance", out parameterValue, out finalParameterValue);
        Debug.Log($"FPV {finalParameterValue}");
    }

```

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_[View the full topic](https://qa.fmod.com/t/accessing-inbuilt-parameters-via-api/19487)._
