# Accessing Parameters in FMOD through a Custom Game Engine

**URL:** <https://qa.fmod.com/t/accessing-parameters-in-fmod-through-a-custom-game-engine/11681>\
**Category:** FMOD Engine\
**Created:** [October 17, 2014, 10:27pm UTC](https://qa.fmod.com/t/accessing-parameters-in-fmod-through-a-custom-game-engine/11681 "2014-10-17T22:27:13Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![ssaulls](https://avatars.discourse-cdn.com/v4/letter/s/54ee81/32.png) [@ssaulls](https://qa.fmod.com/u/ssaulls)\
**Post date:** [October 17, 2014, 10:27pm UTC](https://qa.fmod.com/t/accessing-parameters-in-fmod-through-a-custom-game-engine/11681/1 "2014-10-17T22:27:13Z")

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Hi:

One of my students has recently begun working with a small game development team as an audio director. He was asking about accessing FMOD Event parameters in code. From what he’s explained, the function FMOD::Studio::EventInstance::setParameterValue() requires the string name of the parameter, but he is not seeing a way to provide these parameter names to his team except for simply writing out all of the names by hand and passing the list along. Is there a way that he could get such a list through either the audio code or from onsite the Studio interface? Thanks.

Steve

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**Author:** ![patrick](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/patrick/32/261_2.png) [@patrick](https://qa.fmod.com/u/patrick)\
**Post date:** [October 23, 2014, 11:53pm UTC](https://qa.fmod.com/t/accessing-parameters-in-fmod-through-a-custom-game-engine/11681/2 "2014-10-23T23:53:30Z")

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Hi Steve,

You can use Studio::EventInstance::getParameterCount to get the number of parameters and iterate through each with Studio::EventInstance::getParameterByIndex. Finally, use Studio::ParameterInstance::getDescription to get the FMOD\_STUDIO\_PARAMETER\_DESCRIPTION struct, which has a name property (along with the min and max values).
