# Start offsets do not reset

**URL:** <https://qa.fmod.com/t/start-offsets-do-not-reset/22445>\
**Category:** FMOD Studio\
**Created:** [December 23, 2024, 11:34am UTC](https://qa.fmod.com/t/start-offsets-do-not-reset/22445 "2024-12-23T11:34:05Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![apfelbaum](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/apfelbaum/32/4843_2.png) [@apfelbaum](https://qa.fmod.com/u/apfelbaum)\
**Post date:** [December 23, 2024, 11:34am UTC](https://qa.fmod.com/t/start-offsets-do-not-reset/22445/1 "2024-12-23T11:34:05Z")

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Yeah, as the title says, I have this setup

 ![grafik](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/bccb162a5332404883290871bbf7c2921269966f.png)

The only effect is a panner 100% to the left side on the left track and on the right track a panner 100% to the right. i had the instruments async and the start offset at 5% once (right track). now i have everything back to sync and 0% offset but fmod keeps playing them as if they were offset.

additionally, when i build the banks to unreal the transitions between the markers sound more smooth (faded) and the start offset also still exist.

the only way to reset it is to create a new event and place everything from scratch into the tracks.

If you need an audio reference I can make a video.

fmod studio and plugin are 2.03.05, unreal 5.5.1

Best regards.

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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:** [December 24, 2024, 6:41am UTC](https://qa.fmod.com/t/start-offsets-do-not-reset/22445/2 "2024-12-24T06:41:51Z")

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Hi,

Thank you for the information and the images.

A video would be great to demonstrate the issue.
