Start on an instance already playing

Hi all,
I modified the simple_event.cpp provided with the API examples solution, here the change:

	//... same as before (simple_event.cpp)....
	//explosion
	FMOD::Studio::ID explosionID = {0};
	ERRCHECK( system.lookupEventID("/Explosions/Single Explosion", &explosionID) );

	FMOD::Studio::EventDescription eventDescription;
	ERRCHECK( system.getEvent(&explosionID, FMOD_STUDIO_LOAD_BEGIN_NOW, &eventDescription) );

	FMOD::Studio::EventInstance eventInstance;
	ERRCHECK( eventDescription.createInstance(&eventInstance) );

	do
	{
		Common_Update();
        
		if (Common_BtnPress(BTN_ACTION1))
		{     
			// One-shot event
			ERRCHECK( eventInstance.start() );
		}
	//... continue as before (simple_event.cpp)....

I expected to have the same behaviour of the “cancelInstance” (restart if already playing)…but the explosion doesn’t restart if I press BTN_ACTION1 (in this case “1”) again and again.
I have the same (odd) behaviour with the “Single-Shot Random” event.
The “restart if already playing” is valid with “simple Event Sound” only?
Bye, Salvo

Thanks for reporting this bug. We will fix it, but for now you should be able to work around it by stopping the event before restarting it.