How to use programmer instruments inside a multi instrument?

Hi everyone,

I’m a developer who’s still quite new to FMOD, and I’ve recently run into a problem that I hope someone can help me understand.

According to the FMOD documentation,

“A multi instrument’s playlist can contain nearly any kind of instrument, including single instruments, event instruments, programmer instruments, command instruments, silence instruments, and other multi instruments.”

So I tried to create a multi instrument in FMOD Studio and added several programmer instruments to its playlist.

However, when I play the multi instrument, there’s no sound output.

Then I realized that programmer instruments rely on an event instance callback (e.g., FMOD_STUDIO_EVENT_CALLBACK_CREATE_PROGRAMMER_SOUND) to load the sound at runtime.
So I created several events that each contain a programmer instrument, and then referenced those events inside the multi instrument.

But now I’m facing a new problem — I can’t find a way to set the callback or user data for the programmer instruments that are triggered through the multi instrument.

Sorry if my description is a bit long — I just wanted to make sure I’m explaining the context clearly.

I don’t know if the usage method I described above is correct.

In summary:
I’d like to know how to properly use the random/playlist functionality of multi instruments together with programmer instruments, so that I can dynamically assign different sounds at runtime. **what’s the proper workflow for designing audio in FMOD Studio while implementing the logic in code?**Currently, my programmer instrument setup follows the same logic as shown in the official FMOD examples.

Thanks a lot for your time and help!

My working environment:

FMOD Studio Version: 2.02.22
FMOD Studio API Version: 2.02.22
Platform: Windows
Language: C++