# Do "trigger" type parameters exist for Fmod events?

**URL:** <https://qa.fmod.com/t/do-trigger-type-parameters-exist-for-fmod-events/17672>\
**Category:** FMOD Studio\
**Created:** [September 14, 2021, 5:48am UTC](https://qa.fmod.com/t/do-trigger-type-parameters-exist-for-fmod-events/17672 "2021-09-14T05:48:31Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Stacklucker](https://avatars.discourse-cdn.com/v4/letter/s/5e9695/32.png) [@Stacklucker](https://qa.fmod.com/u/Stacklucker)\
**Post date:** [September 14, 2021, 5:48am UTC](https://qa.fmod.com/t/do-trigger-type-parameters-exist-for-fmod-events/17672/1 "2021-09-14T05:48:31Z")

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Title basically says it. Is there a way to create and call a parameter of type “trigger” ?  
What I mean by “trigger” is essentially a bool being automatically set to false immediately after I set it to true, say from Unity.  
If there is no such build it feature, is there a way to create a similar behaviour inside Fmod, without having to rely on logic from other parties such as Unreal/Unity.

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**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [September 14, 2021, 6:05am UTC](https://qa.fmod.com/t/do-trigger-type-parameters-exist-for-fmod-events/17672/2 "2021-09-14T06:05:19Z")

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You can simulate this by using a command instrument in places where the parameter will be used, to reset it to its default value. That’s exactly what I do with the parameter “Enemy active” here: [FMOD adaptive music with unlocking loops - YouTube](https://youtu.be/mAr9CGxHzgc) I use it at 1:16, for exemple, to trigger the “enemy” transition. The command instrument is far right.

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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:** [September 14, 2021, 11:46pm UTC](https://qa.fmod.com/t/do-trigger-type-parameters-exist-for-fmod-events/17672/3 "2021-09-14T23:46:31Z")

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Alcibiade’s suggestion of using a command instrument is the most effective way to make a parameter reset its value after being changed, though it will require you to create such a command instrument in every event that you want to exhibit the automatic resetting behavior if it’s a local parameter, or to ensure that there is always at least one playing event instance that can reset the parameter’s value if it’s a global parameter.

If the command instrument method doesn’t work for your project, an alternative is to give the parameter a high positive or negative velocity. A parameter with a velocity automatically increases or decreases its value over time, and so can also produce automatic-resetting behavior. However, the parameter value change of this method is not instant, which may be undesirable in some projects.
