# Feature Suggestion : Start playback at Cue

**URL:** <https://qa.fmod.com/t/feature-suggestion-start-playback-at-cue/10849>\
**Category:** FMOD Studio\
**Created:** [February 8, 2013, 6:37pm UTC](https://qa.fmod.com/t/feature-suggestion-start-playback-at-cue/10849 "2013-02-08T18:37:53Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![clevijoki](https://avatars.discourse-cdn.com/v4/letter/c/e0b2c6/32.png) [@clevijoki](https://qa.fmod.com/u/clevijoki)\
**Post date:** [February 8, 2013, 6:37pm UTC](https://qa.fmod.com/t/feature-suggestion-start-playback-at-cue/10849/1 "2013-02-08T18:37:53Z")

</div>

One of the usages of of the cues/keyoff parameters was if you were making an engine sound, you could make it start up and shut down naturally.

This introduced an issue though, if you want to create a car who’s engine is already running (perhaps loading a save game near cars) then there is no easy way to skip the startup sequence.

With the named cues, could we get a feature to start playback at a sustain point, or advance to that cue? That way we could just advance to the engine sustain cue and it would be a solution for this problem.

---

<div class="post-metadata">

**Author:** ![Guest1](https://avatars.discourse-cdn.com/v4/letter/g/ecccb3/32.png) [@Guest1](https://qa.fmod.com/u/Guest1)\
**Post date:** [February 18, 2013, 12:44am UTC](https://qa.fmod.com/t/feature-suggestion-start-playback-at-cue/10849/2 "2013-02-18T00:44:14Z")

</div>

Hi clevijoki, thanks for the suggestion. Named markers and cues are in our plans, and will be coming soon.
