# Start on an instance already playing

**URL:** <https://qa.fmod.com/t/start-on-an-instance-already-playing/11216>\
**Category:** FMOD Studio\
**Created:** [November 14, 2013, 2:53pm UTC](https://qa.fmod.com/t/start-on-an-instance-already-playing/11216 "2013-11-14T14:53:03Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![salvofid](https://avatars.discourse-cdn.com/v4/letter/s/ac8455/32.png) [@salvofid](https://qa.fmod.com/u/salvofid)\
**Post date:** [November 14, 2013, 2:53pm UTC](https://qa.fmod.com/t/start-on-an-instance-already-playing/11216/1 "2013-11-14T14:53:03Z")

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

```auto
	//... 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

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<div class="post-metadata">

**Author:** ![Guest](https://avatars.discourse-cdn.com/v4/letter/g/8dc957/32.png) [@Guest](https://qa.fmod.com/u/Guest)\
**Post date:** [February 27, 2014, 10:11pm UTC](https://qa.fmod.com/t/start-on-an-instance-already-playing/11216/2 "2014-02-27T22:11:02Z")

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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.
