# How can I know the FMOD\_STUDIO\_INIT\_LIVEUPDATE mode has been used?

**URL:** <https://qa.fmod.com/t/how-can-i-know-the-fmod-studio-init-liveupdate-mode-has-been-used/12275>\
**Category:** FMOD Studio\
**Created:** [January 26, 2016, 4:52am UTC](https://qa.fmod.com/t/how-can-i-know-the-fmod-studio-init-liveupdate-mode-has-been-used/12275 "2016-01-26T04:52:17Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![wubugui](https://avatars.discourse-cdn.com/v4/letter/w/dc4da7/32.png) [@wubugui](https://qa.fmod.com/u/wubugui)\
**Post date:** [January 26, 2016, 4:52am UTC](https://qa.fmod.com/t/how-can-i-know-the-fmod-studio-init-liveupdate-mode-has-been-used/12275/1 "2016-01-26T04:52:17Z")

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I init fmodtudio with `FMOD_STUDIO_INIT_LIVEUPDATE|FMOD_STUDIO_INIT_NORMAL`,  
and i open my game with connecting the FMOD Studio by pressing F5,then i open a second game but now it report something wrong when i play some event.  
but why the `_studio_system->initialize(...)`didn’t return any error?

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**Author:** ![nick1](https://avatars.discourse-cdn.com/v4/letter/n/47e85d/32.png) [@nick1](https://qa.fmod.com/u/nick1)\
**Post date:** [January 27, 2016, 12:08am UTC](https://qa.fmod.com/t/how-can-i-know-the-fmod-studio-init-liveupdate-mode-has-been-used/12275/2 "2016-01-27T00:08:02Z")

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If you start a second FMOD system while the first is still running than there will be problems because the network port is already taken.

Due to the underlying networking implementation of some platforms, reporting of network errors is delayed until Studio::System::Update() is called. Studio::System::Init() will return successfully.

You can use the lowlevel System::SetAdvancedSettings() ([http://www.fmod.org/documentation/#content/generated/FMOD\_System\_SetAdvancedSettings.html](http://www.fmod.org/documentation/#content/generated/FMOD_System_SetAdvancedSettings.html)) to change the listen port and stop the two systems conflicting.
