Hi, I’m trying to end a 3D timeline looping event instance attached to an game object, without affecting other instances of the same event.
For example, I have multiple characters dancing on the lawn asynch, eaching triggering a start_dancing event, which contains two command intruments: dancing_start one shot, and a dancing_loop;
When one character stop dancing, they trigger a stop_dancing event, containing also two commands: dancing_stop one shot, and a Stop Event for dancing_loop.
In this case, in the FMOD Studio, the Stop Event would stop all the dancing loops. What is the best way to stop only one instance of the dancing loops?
BTW, I used a timeline event with loop region for the dancing loop. Would a persistent ON be a better way to do this? What’s the difference?
Hi,
An option would be programmatically getting a reference to the event instance and calling FMOD Engine | Studio Api Eventinstance - Studio::Eventinstance::Stop.
Unfortunately, there is no way to control a single instance of an event using a command instrument: FMOD Studio | Instrument Reference - Command Type Dropdown Menu.
Would it be possible to elaborate on the issue? What difference are you referring to?
For the Persistent
macro, this will keep an event instance playing past all content until it is explicitly told to stop: FMOD Studio | Event Macro Controls Reference - Persistent.
Hope this helps!
Thank you Connor!
Now I think I understand that (correct me if I’m wrong) Persistent macro ON simply loops the event, and when it’s OFF the sound would play to its end then stop; on the other hand, I can have loads of playing logic with timeline.
No, “The persistent property is used to keep the event instance playing until it is explicitly stopped.”

So the event will stay alive
till it is tolled to stop.
Yes, you can stack timeline markers:
Hope this helps