# Distinguishing FMOD\_STUDIO\_EVENT\_CALLBACK\_STOPPED callbacks

**URL:** <https://qa.fmod.com/t/distinguishing-fmod-studio-event-callback-stopped-callbacks/13531>\
**Category:** FMOD Studio\
**Created:** [November 10, 2017, 10:39pm UTC](https://qa.fmod.com/t/distinguishing-fmod-studio-event-callback-stopped-callbacks/13531 "2017-11-10T22:39:08Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![jbgben](https://avatars.discourse-cdn.com/v4/letter/j/f475e1/32.png) [@jbgben](https://qa.fmod.com/u/jbgben)\
**Post date:** [November 10, 2017, 10:39pm UTC](https://qa.fmod.com/t/distinguishing-fmod-studio-event-callback-stopped-callbacks/13531/1 "2017-11-10T22:39:08Z")

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Is there a way to distinguish when a FMOD\_STUDIO\_EVENT\_CALLBACK\_STOPPED callback happens due to having stop() called, and when it is called due to reaching the end of the timeline? I have code that I only want to fire when an event reaches its conclusion.

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [November 15, 2017, 2:07am UTC](https://qa.fmod.com/t/distinguishing-fmod-studio-event-callback-stopped-callbacks/13531/2 "2017-11-15T02:07:08Z")

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At the moment there is no way to determine the cause for stopping.  
You could use a timeline marker at the end of your event to figure out if the event is played out. Otherwise you could create your own function for calling stop on an event, that could let you know when it is manually called.
