# Parameter Timestamp

**URL:** https://qa.fmod.com/t/parameter-timestamp/12781
**Category:** FMOD Studio
**Created:** [October 27, 2016, 11:07pm UTC](https://qa.fmod.com/t/parameter-timestamp/12781 "2016-10-27T23:07:54Z")
**Posts on this page:** 6
**Page:** 1

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### Author: ![DangerMcD](https://avatars.discourse-cdn.com/v4/letter/d/a88e57/32.png) [@DangerMcD](https://qa.fmod.com/u/DangerMcD)
#### Post date: [October 27, 2016, 11:07pm UTC](https://qa.fmod.com/t/parameter-timestamp/12781/1 "2016-10-27T23:07:54Z")

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I was just wondering if there was some way to access or attach a user parameter to a timestamp in FMOD Studio, similar to adding a marker to the timeline. I’m looking to be able to trigger an effect/animation/etc in-game when certain points are reached in the audio, and having a callback or trigger with this functionality built into FMOD would be a big timesaver.

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### Author: ![Andrew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/andrew/32/261_2.png) [@Andrew](https://qa.fmod.com/u/Andrew)
#### Post date: [October 31, 2016, 4:04am UTC](https://qa.fmod.com/t/parameter-timestamp/12781/2 "2016-10-31T04:04:52Z")

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Yep, in Studio, right-click in the blank space just below the timeline of your event and select “Add Marker”. Double-click on the marker’s name to change it to whatever you want.

In your code, use Studio::EventDescription::setCallback to set a FMOD\_STUDIO\_EVENT\_CALLBACK\_TIMELINE\_MARKER callback. In your callback you can find the name of the marker by accessing the FMOD\_STUDIO\_TIMELINE\_MARKER\_PROPERTIES struct that’s passed in.

Is that what you’re after?

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### Author: ![DangerMcD](https://avatars.discourse-cdn.com/v4/letter/d/a88e57/32.png) [@DangerMcD](https://qa.fmod.com/u/DangerMcD)
#### Post date: [October 31, 2016, 12:32pm UTC](https://qa.fmod.com/t/parameter-timestamp/12781/3 "2016-10-31T12:32:34Z")

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> [@](#):
>
> Yep, in Studio, right-click in the blank space just below the timeline of your event and select “Add Marker”. Double-click on the marker’s name to change it to whatever you want.
> 
> In your code, use Studio::EventDescription::setCallback to set a FMOD\_STUDIO\_EVENT\_CALLBACK\_TIMELINE\_MARKER callback. In your callback you can find the name of the marker by accessing the FMOD\_STUDIO\_TIMELINE\_MARKER\_PROPERTIES struct that’s passed in.
> 
> Is that what you’re after?

That is exactly what I’m after, thank you so much!

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### Author: ![DangerMcD](https://avatars.discourse-cdn.com/v4/letter/d/a88e57/32.png) [@DangerMcD](https://qa.fmod.com/u/DangerMcD)
#### Post date: [November 3, 2016, 12:02am UTC](https://qa.fmod.com/t/parameter-timestamp/12781/4 "2016-11-03T00:02:28Z")

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Follow up question. I did what you suggested and it works great! I am wondering however, if it’s possible to access markers in a nested event the same way. If I had a multi-sound of events and wanted to use markers for callbacks, how would I go about accessing the nested events?

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### Author: ![Andrew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/andrew/32/261_2.png) [@Andrew](https://qa.fmod.com/u/Andrew)
#### Post date: [November 15, 2016, 12:57am UTC](https://qa.fmod.com/t/parameter-timestamp/12781/5 "2016-11-15T00:57:42Z")

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Hi Pat, apologies for the delay. Currently it’s not possible to hook timeline marker callbacks triggered from nested events in that way.

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### Author: ![Leg0](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leg0/32/1269_2.png) [@Leg0](https://qa.fmod.com/u/Leg0)
#### Post date: [June 16, 2020, 9:08am UTC](https://qa.fmod.com/t/parameter-timestamp/12781/6 "2020-06-16T09:08:50Z")

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For people searching for a confirmation about marker in nested events :

This should now work (since 2.00.02)

( [Listening to markers from events placed in a parent event's timeline](https://qa.fmod.com/t/listening-to-markers-from-events-placed-in-a-parent-events-timeline/15881/2) )
