# Ignoring the Cooldown property when playing event

**URL:** <https://qa.fmod.com/t/ignoring-the-cooldown-property-when-playing-event/15179>\
**Category:** FMOD Engine\
**Created:** [November 1, 2019, 10:38am UTC](https://qa.fmod.com/t/ignoring-the-cooldown-property-when-playing-event/15179 "2019-11-01T10:38:45Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![galead](https://avatars.discourse-cdn.com/v4/letter/g/3ab097/32.png) [@galead](https://qa.fmod.com/u/galead)\
**Post date:** [November 1, 2019, 10:38am UTC](https://qa.fmod.com/t/ignoring-the-cooldown-property-when-playing-event/15179/1 "2019-11-01T10:38:45Z")

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We have our own tool for editing game assets, where you can select and play sounds (via the FMOD Studio API for C #). But when playing 3D sounds with Cooldown \> 0, an unpleasant situation arises that after stopping this sound I can’t play it right away again, I have to wait until cooldown ends. How can I use the FMOD Studio API (or FMOD API) to ignore the Cooldown parameter so that the sequence of quick calls play() =\> stop() =\> play() in our tool always plays event from the beginning?

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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:** [November 7, 2019, 3:55am UTC](https://qa.fmod.com/t/ignoring-the-cooldown-property-when-playing-event/15179/2 "2019-11-07T03:55:19Z")

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Currently there is no way to ignore the cooldown parameter of an Event, although we can see how this might be useful.

I have added a task to our tracker to add this functionality to possibly both the API and Studio.
