# Nested event timeline length? Or play event at random timeline location?

**URL:** <https://qa.fmod.com/t/nested-event-timeline-length-or-play-event-at-random-timeline-location/20538>\
**Category:** Unity\
**Tags:** unity, csharp\
**Created:** [August 13, 2023, 11:53pm UTC](https://qa.fmod.com/t/nested-event-timeline-length-or-play-event-at-random-timeline-location/20538 "2023-08-13T23:53:20Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![themojius](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/themojius/32/5389_2.png) [@themojius](https://qa.fmod.com/u/themojius)\
**Post date:** [August 13, 2023, 11:53pm UTC](https://qa.fmod.com/t/nested-event-timeline-length-or-play-event-at-random-timeline-location/20538/1 "2023-08-13T23:53:20Z")

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How would I go about getting the timeline length of a nested sub-event easily within Unity? I have one event instance that plays 9 different sounds based on a code-set parameter, but for each of them I want to play the sub-event at a random timeline location.

How would I go about this?

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**Author:** ![themojius](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/themojius/32/5389_2.png) [@themojius](https://qa.fmod.com/u/themojius)\
**Post date:** [August 15, 2023, 12:58am UTC](https://qa.fmod.com/t/nested-event-timeline-length-or-play-event-at-random-timeline-location/20538/2 "2023-08-15T00:58:49Z")

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Nobody? I’ve searched up and down the internet and there doesn’t seem to be an easy solution to this, but I find that hard to believe. None of the FMOD professionals/support team can weigh in?

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<div class="post-metadata">

**Author:** ![themojius](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/themojius/32/5389_2.png) [@themojius](https://qa.fmod.com/u/themojius)\
**Post date:** [August 16, 2023, 12:58am UTC](https://qa.fmod.com/t/nested-event-timeline-length-or-play-event-at-random-timeline-location/20538/3 "2023-08-16T00:58:34Z")

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Alright, alright. I didn’t really find the solution, but that’s because I was looking at the problem wrong.  
For my purposes (and for anyone else’s reading this): Giving the individual sounds a completely random start offset and setting them to loop works well enough for me. Case closed.
