# Cue names for EventInstance::getCue()

**URL:** <https://qa.fmod.com/t/cue-names-for-eventinstance-getcue/11150>\
**Category:** FMOD Studio\
**Created:** [September 30, 2013, 10:31am UTC](https://qa.fmod.com/t/cue-names-for-eventinstance-getcue/11150 "2013-09-30T10:31:46Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![martinrobinson](https://avatars.discourse-cdn.com/v4/letter/m/4af34b/32.png) [@martinrobinson](https://qa.fmod.com/u/martinrobinson)\
**Post date:** [September 30, 2013, 10:31am UTC](https://qa.fmod.com/t/cue-names-for-eventinstance-getcue/11150/1 "2013-09-30T10:31:46Z")

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Hello,

I’m using sustain points in an event. I can use EventInstance::getCueByIndex(0,&mycue) to get the first cue and this seems to be able to trigger the progress of the event passed the sustain point. But where are the names for cues specified? In FMOD Studio the name of the the cue is “A” but passing “A” as the cue name returns error 40 (“An invalid parameter was passed to this function”).

Thanks,  
Martin

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**Author:** ![ArtizensOnline](https://avatars.discourse-cdn.com/v4/letter/a/e274bd/32.png) [@ArtizensOnline](https://qa.fmod.com/u/ArtizensOnline)\
**Post date:** [September 30, 2013, 9:05pm UTC](https://qa.fmod.com/t/cue-names-for-eventinstance-getcue/11150/2 "2013-09-30T21:05:08Z")

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I asked support this directly in email and the answer was that there is currently only one cue and it is called KeyOff. Try passing “KeyOFF” and it should work.

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**Author:** ![martinrobinson](https://avatars.discourse-cdn.com/v4/letter/m/4af34b/32.png) [@martinrobinson](https://qa.fmod.com/u/martinrobinson)\
**Post date:** [September 30, 2013, 9:53pm UTC](https://qa.fmod.com/t/cue-names-for-eventinstance-getcue/11150/3 "2013-09-30T21:53:16Z")

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Thanks! I need to explain this to students so I’ll avoid this undocumented aspect just now! And just use cue by index at 0.

Best  
Martin
