# Is there a way to evaluate if an event is playing via c#?

**URL:** https://qa.fmod.com/t/is-there-a-way-to-evaluate-if-an-event-is-playing-via-c/12403
**Category:** FMOD Studio
**Created:** [March 23, 2016, 9:42pm UTC](https://qa.fmod.com/t/is-there-a-way-to-evaluate-if-an-event-is-playing-via-c/12403 "2016-03-23T21:42:11Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![gbsr](https://avatars.discourse-cdn.com/v4/letter/g/b5e925/32.png) [@gbsr](https://qa.fmod.com/u/gbsr)
#### Post date: [March 23, 2016, 9:42pm UTC](https://qa.fmod.com/t/is-there-a-way-to-evaluate-if-an-event-is-playing-via-c/12403/1 "2016-03-23T21:42:11Z")

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Asked this on the Facebook group with no success. Figured I was gonna ask here as well.  
Copy/paste:

Asking here since it’s unity-specific rather than FMOD specific:  
Is there a way to evaluate is an event has finished playing?  
Right now I am doing it via manually switching booleans around, but the build-in audio solution for Unity has an audio.isPlaying that you can use; is there a way to do this with fmod?

Via a custom method you can call maybe?  
Using so many events now that manually switching with bools are starting to get confusing. Might have to re-structure everything (hello plan first, create later, nice to meet you…)  
Any pointers?

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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: [March 23, 2016, 11:52pm UTC](https://qa.fmod.com/t/is-there-a-way-to-evaluate-if-an-event-is-playing-via-c/12403/2 "2016-03-23T23:52:33Z")

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[EventInstance::getPlaybackState](http://www.fmod.org/documentation/#content/generated/FMOD_Studio_EventInstance_GetPlaybackState.html)

```
FMOD.Studio.PLAYBACK_STATE playbackState;    
instance.getPlaybackState(out playbackState);
bool isPlaying= playbackState != FMOD.Studio.PLAYBACK_STATE.STOPPED;
```
