# How to check if a specific event is playing

**URL:** <https://qa.fmod.com/t/how-to-check-if-a-specific-event-is-playing/11356>\
**Category:** Unity\
**Created:** [March 26, 2014, 6:55am UTC](https://qa.fmod.com/t/how-to-check-if-a-specific-event-is-playing/11356 "2014-03-26T06:55:12Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![metaphysician](https://avatars.discourse-cdn.com/v4/letter/m/edb3f5/32.png) [@metaphysician](https://qa.fmod.com/u/metaphysician)\
**Post date:** [March 26, 2014, 6:55am UTC](https://qa.fmod.com/t/how-to-check-if-a-specific-event-is-playing/11356/1 "2014-03-26T06:55:12Z")

</div>

hi there! i’m having an issue where i’ve created a trigger that is not supposed to retrigger if an event is playing but i don’t know the nomenclature correctly in C#. here’s what i have in a case statement:

i initialize first like this:

```auto
FMOD.Studio.PLAYBACK_STATE eventPlayState = 0;

case TriggerType.Single_Cue:
if (eventPlayState == 0) 
	{
	fmodEvent = FMOD_StudioSystem.instance.getEvent(selectedClass.path);
	fmodEvent.start();
	} else
	return; 
        break;
```

Unity tells me my variable will always return zero, and essentially this is how it’s behaving. when i use this case it acts just like a oneshot. i want the trigger to not retrigger the event until it’s finished playing. however since i’m not giving a specific duration, perhaps Studio is just continuing to play the timeline, and therefore has to be manually stopped? maybe there’s a function to detect no signal from a specific Event? would appreciate some feedback on this - thanks!
