# Reset parameter on every event playback?

**URL:** <https://qa.fmod.com/t/reset-parameter-on-every-event-playback/18439>\
**Category:** FMOD Studio\
**Created:** [February 24, 2022, 5:27pm UTC](https://qa.fmod.com/t/reset-parameter-on-every-event-playback/18439 "2022-02-24T17:27:43Z")\
**Posts on this page:** 5\
**Page:** 1

<div class="post-metadata">

**Author:** ![arthurveiga](https://avatars.discourse-cdn.com/v4/letter/a/aca169/32.png) [@arthurveiga](https://qa.fmod.com/u/arthurveiga)\
**Post date:** [February 24, 2022, 5:27pm UTC](https://qa.fmod.com/t/reset-parameter-on-every-event-playback/18439/1 "2022-02-24T17:27:43Z")

</div>

Hi, how are you?

I created an event with 1 sustain point (a simple cast/release).  
This sustain point has a parameter called player\_movement\_end that is discrete, and is 0 or 1.  
It starts at 0, indicating that the player is moving (cast). When it goes to 1 (release), the player starts stopping and the event finishes playing the rest.

But, when the event ends, the parameter doesn’t go back to 0 on a new playback.  
Can I reset this parameter somehow? I tried Command Instrument but it didn’t work…

Sorry for this novice question, and thanks in advance! 😃

---

<div class="post-metadata">

**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [February 24, 2022, 5:48pm UTC](https://qa.fmod.com/t/reset-parameter-on-every-event-playback/18439/2 "2022-02-24T17:48:57Z")

</div>

It doesn’t reset in fmod studio, but it will be reset on a new event instance in game.

---

<div class="post-metadata">

**Author:** ![arthurveiga](https://avatars.discourse-cdn.com/v4/letter/a/aca169/32.png) [@arthurveiga](https://qa.fmod.com/u/arthurveiga)\
**Post date:** [February 24, 2022, 6:47pm UTC](https://qa.fmod.com/t/reset-parameter-on-every-event-playback/18439/3 "2022-02-24T18:47:48Z")

</div>

Ohhh I understand! I’ll keep it in mind when implementing into game.  
Thank you very much for the help, Alciblade!

---

<div class="post-metadata">

**Author:** ![misha](https://avatars.discourse-cdn.com/v4/letter/m/c6cbf5/32.png) [@misha](https://qa.fmod.com/u/misha)\
**Post date:** [January 10, 2024, 8:38am UTC](https://qa.fmod.com/t/reset-parameter-on-every-event-playback/18439/4 "2024-01-10T08:38:18Z")

</div>

Hello, I have a similar issue, but in my case the event must be attached to a blueprint (its a continuous loop of drawing that needs to be stopped once the drawing button is released, and the “stop” parameter should be reset to 0 each time the player starts drawing), so I have to use the “Play Event Attached” node in unreal which doesn’t have an event instance return. Is there any solution to this? Thank you

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [January 15, 2024, 11:18pm UTC](https://qa.fmod.com/t/reset-parameter-on-every-event-playback/18439/5 "2024-01-15T23:18:58Z")

</div>

Hi,

You could use the [Set Parameter](https://fmod.com/docs/2.02/unreal/blueprint-reference-component.html#set-parameter) node in the blueprint to assign the correct value. Here is an example of setting a parameter when the event is not playing:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/f/fedea8678a651f6c13d8c5c7ae066dad8b57093a.png)

If this is not the functionality you are looking for could I get some more info?
