# Automate AHDSR fade times

**URL:** https://qa.fmod.com/t/automate-ahdsr-fade-times/22563
**Category:** FMOD Studio
**Created:** [February 3, 2025, 12:04pm UTC](https://qa.fmod.com/t/automate-ahdsr-fade-times/22563 "2025-02-03T12:04:45Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![SonarSoundSB](https://avatars.discourse-cdn.com/v4/letter/s/f475e1/32.png) [@SonarSoundSB](https://qa.fmod.com/u/SonarSoundSB)
#### Post date: [February 3, 2025, 12:04pm UTC](https://qa.fmod.com/t/automate-ahdsr-fade-times/22563/1 "2025-02-03T12:04:45Z")

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Hello,

I see there was a similar question here a while ago about automating the fade in/out times via game code instead of just curves?

> [@Fade in and Fade out time controled by Parameter](https://qa.fmod.com/t/fade-in-and-fade-out-time-controled-by-parameter/12801):
>
> Hello. Our project have one sound event with fade in and fade out volume behavior. And we want to make it more universal, by this i mean we want to have variable fade in and fade out time and to control this time by parameters. At this moment, we cant assign any automation to multi/single sounds fade curves, also we can not assign any automation to time of AHDSR. And this problem points us that we can not at all control the time by parameters. Or maybe we have missed something, and studio hav…

Just wondering if this was ever implemeted? I can only see an option to have it be controlled by a curve which is extremely fiddly especially if it’s a float. At the moment if the developer decides to change game transition times then the snapshot fades would be out of sync. Just checking there’s a more straightforward way to do this?

Thanks so much for your time

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### Author: ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)
#### Post date: [February 4, 2025, 3:02am UTC](https://qa.fmod.com/t/automate-ahdsr-fade-times/22563/2 "2025-02-04T03:02:53Z")

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We did indeed implement the feature requested in that thread: In FMOD Studio versions 2.00.00 and later, you can automate the attack time (and other properties) of an AHDSR modulator on a parameter.

> [@SonarSoundSB](#):
>
> about automating the fade in/out times via game code instead of just curves

You are mistaken. That thread only talks about controlling the attack time of AHDSR modulators via parameter automation; it does not mention directly changing them via game code.

We have no plans to expose effect and modulator properties such that they can be changed by game code. That being said, we are planning to add a convenience feature that simplifies the workflow of automating modulator and effect properties on parameters; once this feature is implemented, it should be less fiddly to set up.
