# Getting Fmod Event time in C++

**URL:** <https://qa.fmod.com/t/getting-fmod-event-time-in-c/21917>\
**Category:** Unreal Engine\
**Created:** [July 24, 2024, 8:16pm UTC](https://qa.fmod.com/t/getting-fmod-event-time-in-c/21917 "2024-07-24T20:16:33Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![CoalminerAudio](https://avatars.discourse-cdn.com/v4/letter/c/96bed5/32.png) [@CoalminerAudio](https://qa.fmod.com/u/CoalminerAudio)\
**Post date:** [July 24, 2024, 8:16pm UTC](https://qa.fmod.com/t/getting-fmod-event-time-in-c/21917/1 "2024-07-24T20:16:33Z")

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Howdy!

I’m working on an ambience system using Fmod, and I’m trying to implement a debug that lasts for the length of the Fmod event in the world. Is there any way to get an Fmod events duration from an FmodAudioComponent?

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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:** [July 29, 2024, 1:32am UTC](https://qa.fmod.com/t/getting-fmod-event-time-in-c/21917/2 "2024-07-29T01:32:08Z")

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It is possible to get the current timeline position from an `FMODAudioComponent` by using [FMODAudioComponent::GetTimelinePosition()](https://www.fmod.com/docs/2.03/unreal/blueprint-reference-component.html#get-timeline-position). Although this won’t give you the total duration if the event is looping, currently you would need to add some calculations to work out the total duration manually.
