# Setting event parameters by FMOD in realtime

**URL:** <https://qa.fmod.com/t/setting-event-parameters-by-fmod-in-realtime/13097>\
**Category:** FMOD Studio\
**Created:** [April 8, 2017, 11:23am UTC](https://qa.fmod.com/t/setting-event-parameters-by-fmod-in-realtime/13097 "2017-04-08T11:23:03Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![dejmil82](https://avatars.discourse-cdn.com/v4/letter/d/97f17d/32.png) [@dejmil82](https://qa.fmod.com/u/dejmil82)\
**Post date:** [April 8, 2017, 11:23am UTC](https://qa.fmod.com/t/setting-event-parameters-by-fmod-in-realtime/13097/1 "2017-04-08T11:23:03Z")

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Hi. When creating multi sound in fmod studio and setting the tracks to be played randomly, is there a possibility, when that event played in realtime, to obtain what track is picked (played), by setting some parameter inside event? Then, programmer could detect that parameter change and do some actions according to that. What I want to achieve is to do implement some kind of talk back conversation between characters in my game, and to do that, I must remember what is said, from random tracks inside multi sound event.

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [April 19, 2017, 6:21am UTC](https://qa.fmod.com/t/setting-event-parameters-by-fmod-in-realtime/13097/2 "2017-04-19T06:21:06Z")

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Sorry about the delayed response.  
Have you looked into [programmer sounds](https://www.fmod.org/documentation/#content/generated/engine_ue4/programmer_sounds.html) at all? They sound like the sort of thing you are after, multi-sounds don’t have a nice way to get that sort of information.
