# Fading in sounds

**URL:** <https://qa.fmod.com/t/fading-in-sounds/15397>\
**Category:** FMOD Studio\
**Created:** [January 21, 2020, 12:58pm UTC](https://qa.fmod.com/t/fading-in-sounds/15397 "2020-01-21T12:58:04Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![GiantDad](https://avatars.discourse-cdn.com/v4/letter/g/e47774/32.png) [@GiantDad](https://qa.fmod.com/u/GiantDad)\
**Post date:** [January 21, 2020, 12:58pm UTC](https://qa.fmod.com/t/fading-in-sounds/15397/1 "2020-01-21T12:58:04Z")

</div>

Hey there, I’m using FMOD banks and EventInstances to make sound in my javascript game. But can i do a fade in on a sound? This is because some sounds start a little fast and hard when the game starts up, and it kinda ruins the flow of the game.  
I have already tried using .start(FMOD.STUDIO\_START\_ALLOWFADEIN), but it of course didn’t work

---

<div class="post-metadata">

**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [January 23, 2020, 11:54pm UTC](https://qa.fmod.com/t/fading-in-sounds/15397/2 "2020-01-23T23:54:25Z")

</div>

`FMOD.STUDIO_START_ALLOWFADEIN` isn’t a valid command, all events started will start with any fades implemented.

You will need to add the fades into the event themselves. You can do this by adding an AHDSR modulation to the volume fader on the master track of the event. After applying the fade in, it will automatically play out when you call `start()` on the event instance.
