# Reuse programmer sound (don't reset when event instance stops)

**URL:** <https://qa.fmod.com/t/reuse-programmer-sound-dont-reset-when-event-instance-stops/20021>\
**Category:** Unity\
**Tags:** unity\
**Created:** [March 24, 2023, 5:28pm UTC](https://qa.fmod.com/t/reuse-programmer-sound-dont-reset-when-event-instance-stops/20021 "2023-03-24T17:28:51Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![kamyker](https://avatars.discourse-cdn.com/v4/letter/k/f475e1/32.png) [@kamyker](https://qa.fmod.com/u/kamyker)\
**Post date:** [March 24, 2023, 5:28pm UTC](https://qa.fmod.com/t/reuse-programmer-sound-dont-reset-when-event-instance-stops/20021/1 "2023-03-24T17:28:52Z")

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I’m doing some processing (cut and fadout) on sound that’s then assigned to programmer sound. I’d like to keep the same sound every time event is played. Is there any way to achieve it? Event is played with `eventInstance.start();` without release.

Both CREATE\_PROGRAMMER\_SOUND and DESTROY\_PROGRAMMER\_SOUND are called. I’m not doing anything in DESTROY and in CREATE the PROGRAMMER\_SOUND\_PROPERTIES.sound pointer seems to always reset to 0.

Btw I’m reusing event instances by sending them back to instances pool on STOPPED event. DESTROYED is correctly not called until eventInstance.release().

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**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:** [March 27, 2023, 3:12am UTC](https://qa.fmod.com/t/reuse-programmer-sound-dont-reset-when-event-instance-stops/20021/2 "2023-03-27T03:12:53Z")

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Hi,

What version of FMOD are you using?

Would it be possible to get the full code you are using?
