# Issue with parameter initialization in FMOD 2.03.06 (Unity)

**URL:** <https://qa.fmod.com/t/issue-with-parameter-initialization-in-fmod-2-03-06-unity/22765>\
**Category:** Unity\
**Created:** [April 4, 2025, 11:55am UTC](https://qa.fmod.com/t/issue-with-parameter-initialization-in-fmod-2-03-06-unity/22765 "2025-04-04T11:55:49Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![dougmolina](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/dougmolina/32/4161_2.png) [@dougmolina](https://qa.fmod.com/u/dougmolina)\
**Post date:** [April 4, 2025, 11:55am UTC](https://qa.fmod.com/t/issue-with-parameter-initialization-in-fmod-2-03-06-unity/22765/1 "2025-04-04T11:55:49Z")

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Hello,

I’m developing a game in Unity using FMOD, and after updating both the FMOD plugin and FMOD Studio to version **2.03.06** , I’ve encountered an unexpected issue with parameter initialization.

It seems that event parameters are **not being properly set to their default values** (as defined in FMOD Studio) when the game starts. From what I can tell, they might be initializing with a different value on the first frame and then correcting themselves on the second frame. However, for parameters with **seek speed enabled** , this delay means it can take some time before they reach their intended default values.

As a workaround, I’ve manually set all event instances to their default parameter values upon creation. This issue was **not present in version 2.02** , and I haven’t made any other changes to the project apart from updating FMOD.

I wanted to report this behavior in case it’s a bug or an unintended change. I’ve tested this in a new empty project and the problem persists. Has anyone else experienced this, or is there an official fix?

Thanks!

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**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [April 7, 2025, 5:05am UTC](https://qa.fmod.com/t/issue-with-parameter-initialization-in-fmod-2-03-06-unity/22765/2 "2025-04-07T05:05:22Z")

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Thanks for the bug report. I unfortunately haven’t been able to reproduce the behavior you’re describing, so to confirm:

- Are you able to reproduce this issue in the [Sandbox](https://www.fmod.com/docs/2.03/studio/the-sandbox.html) in Studio? Or does it only occur in Unity?
- Are you playing the event with your own script, or with a Studio Event Emitter component? If it’s the former, could I get a snippet of the event creation code in which the issue occurs?
- Could I get you to provide a short series of steps that reproduces the issue for you in a fresh Unity project?
