# Multi Instrument, fade out previous sound

**URL:** <https://qa.fmod.com/t/multi-instrument-fade-out-previous-sound/20623>\
**Category:** FMOD Studio\
**Created:** [September 6, 2023, 5:31am UTC](https://qa.fmod.com/t/multi-instrument-fade-out-previous-sound/20623 "2023-09-06T05:31:03Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![deHaan](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/dehaan/32/68_2.png) [@deHaan](https://qa.fmod.com/u/deHaan)\
**Post date:** [September 7, 2023, 11:05am UTC](https://qa.fmod.com/t/multi-instrument-fade-out-previous-sound/20623/3 "2023-09-07T11:05:37Z")

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Thank you Joseph. The issue with using logic markers is that they introduce quite a bit of latency ([Transitions latency when changing parameter - #7 by deHaan](https://qa.fmod.com/t/transitions-latency-when-changing-parameter/14383/7))

However, I foud a hacky way to do what I want:

- Create a looping event that keeps playing when the weapon is active
- Create a “WeaponFire” parameter that goes from 0 to 1 and has velocity set to -4.00/s
- On the WeaponFire parameter sheet create a multi instrument with the fire sounds and let it go all the way up to 0.999
- Put an ADSHR on the multiinstrument to set the desired fade out for previous fires

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_[View the full topic](https://qa.fmod.com/t/multi-instrument-fade-out-previous-sound/20623)._
