# Fmod & Unity animation sync

**URL:** <https://qa.fmod.com/t/fmod-unity-animation-sync/13614>\
**Category:** FMOD Studio\
**Created:** [December 30, 2017, 5:23pm UTC](https://qa.fmod.com/t/fmod-unity-animation-sync/13614 "2017-12-30T17:23:57Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Flyover](https://avatars.discourse-cdn.com/v4/letter/f/fbc32d/32.png) [@Flyover](https://qa.fmod.com/u/Flyover)\
**Post date:** [December 30, 2017, 5:23pm UTC](https://qa.fmod.com/t/fmod-unity-animation-sync/13614/1 "2017-12-30T17:23:57Z")

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Hi,

Can fmod send information such as “time remaining within a loop” to Unity? If for instance I have a conditional loop in an event which ends when a parameter is set, and I want to time the loop exit to ingame events (animations etc). It’s a fixed musical event so it can’t transition instantly when the parameter is set.

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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:** [January 3, 2018, 4:10am UTC](https://qa.fmod.com/t/fmod-unity-animation-sync/13614/2 "2018-01-03T04:10:06Z")

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You are able to get the absolute timeline position using Studio::EventInstance::getTimelinePosition, or use markers and callbacks to know when the the event gets to a certain point but there isn’t a way to get the time left in a loop.
