# OnEventStopped on FMODAudioComponent spams when changing component event and playing.

**URL:** https://qa.fmod.com/t/oneventstopped-on-fmodaudiocomponent-spams-when-changing-component-event-and-playing/12528
**Category:** Unreal Engine
**Created:** [June 9, 2016, 2:11am UTC](https://qa.fmod.com/t/oneventstopped-on-fmodaudiocomponent-spams-when-changing-component-event-and-playing/12528 "2016-06-09T02:11:28Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![MugenCity](https://avatars.discourse-cdn.com/v4/letter/m/da6949/32.png) [@MugenCity](https://qa.fmod.com/u/MugenCity)
#### Post date: [June 9, 2016, 2:11am UTC](https://qa.fmod.com/t/oneventstopped-on-fmodaudiocomponent-spams-when-changing-component-event-and-playing/12528/1 "2016-06-09T02:11:28Z")

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Hello,

The bindings to the OnEventStoppped delegate on the FMOD actor component will spam any events bound to it if an event has been played from the component, the component’s event is changed and play is then called on the Component.

I am attempting to use an audio component on an actor to play audio tracks (events) from an blueprint actor with a single audio component. Initially the game starts with a theme song.

 ![enter image description here](http://i.imgur.com/l3eQHVk.png)

This then completes, and calls the OnEventStopped delegate.

 ![enter image description here](http://i.imgur.com/hE1CooP.png)

After the play is called, the OnEventStopped begins to get spammed which causes music tracks to overlap. Stopped the component before starting does not fix the problem. Also using custom events or trying to unbind any events from the delegate after each OnEventStopped does not help either.

Am I missing a step, or is this a bug?

Cheers,  
Isaac

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<div class="post-metadata">

### Author: ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)
#### Post date: [June 14, 2016, 4:00am UTC](https://qa.fmod.com/t/oneventstopped-on-fmodaudiocomponent-spams-when-changing-component-event-and-playing/12528/2 "2016-06-14T04:00:12Z")

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You have set up your event correctly. I’ve just investigated and there is an issue if you trigger an event to play as part of that OnEventStopped callback. It will be fixed in the next patch release.

In the meantime, you can work around it by adding a delay node with 0s between the OnEventStopped and the additional logic.
