# playback state when failed b/c of polyphony limitations

**URL:** <https://qa.fmod.com/t/playback-state-when-failed-b-c-of-polyphony-limitations/11863>\
**Category:** FMOD Engine\
**Created:** [March 23, 2015, 4:05pm UTC](https://qa.fmod.com/t/playback-state-when-failed-b-c-of-polyphony-limitations/11863 "2015-03-23T16:05:47Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Evgeniy\_A\_Cymbalyuk](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/evgeniy_a_cymbalyuk/32/21_2.png) [@Evgeniy\_A\_Cymbalyuk](https://qa.fmod.com/u/Evgeniy_A_Cymbalyuk)\
**Post date:** [March 23, 2015, 4:05pm UTC](https://qa.fmod.com/t/playback-state-when-failed-b-c-of-polyphony-limitations/11863/1 "2015-03-23T16:05:47Z")

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Hello,

I’ve found out that if an event instance failed to start because of polyphony limitation, it just changes it’s playback state to ‘FMOD\_STUDIO\_PLAYBACK\_STOPPED’ and doesn’t call event callback with some kind of notification about what happened. So I have to track the playback state of every event on game update in order to find and terminate failed events and this doesn’t seem to be a good way to handle such situation. Do you have any ideas about this issue?

Regards,

Viktor

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**Author:** ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)\
**Post date:** [April 29, 2015, 11:10pm UTC](https://qa.fmod.com/t/playback-state-when-failed-b-c-of-polyphony-limitations/11863/2 "2015-04-29T23:10:50Z")

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We added a new callback type FMOD\_STUDIO\_EVENT\_CALLBACK\_START\_FAILED in 1.06.01 to make this easier. You can use the callback to detect when the polyphony kicks in and prevents the event from starting.
