# Randomize start of multi-instrument?

**URL:** <https://qa.fmod.com/t/randomize-start-of-multi-instrument/23199>\
**Category:** FMOD Studio\
**Created:** [July 28, 2025, 12:20pm UTC](https://qa.fmod.com/t/randomize-start-of-multi-instrument/23199 "2025-07-28T12:20:34Z")\
**Posts on this page:** 1\
**Showing post:** 20

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**Author:** ![ScoringStageEU](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/scoringstageeu/32/8785_2.png) [@ScoringStageEU](https://qa.fmod.com/u/ScoringStageEU)\
**Post date:** [May 18, 2026, 9:15pm UTC](https://qa.fmod.com/t/randomize-start-of-multi-instrument/23199/20 "2026-05-18T21:15:00Z")

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I am sorry - I could not re-create what you wrote. I do see the benefit of a command instrument though, but the combination with randomization is just too much to wrap my head around. I will take another approach after I worked through the “FMOD Skills” website. Maybe that helps to understand it.

I wonder though, if it possible to set my parameter “active” to “1” if my multi-instrument is playing and “0” if not playing. If I could achive that I can use the programmer instrument to trigger my multi-instrument only if ACTIVE=0, to avoid overlapping sounds. (i opened [this new thread](https://qa.fmod.com/t/can-i-set-my-parameter-based-on-activity-play-no-play/24268) for that)

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