# STOPPED vs STOPPING When Using Studio Event Emitter

**URL:** <https://qa.fmod.com/t/stopped-vs-stopping-when-using-studio-event-emitter/18677>\
**Category:** Unity\
**Created:** [April 19, 2022, 6:02pm UTC](https://qa.fmod.com/t/stopped-vs-stopping-when-using-studio-event-emitter/18677 "2022-04-19T18:02:22Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![tweexmusic](https://avatars.discourse-cdn.com/v4/letter/t/977dab/32.png) [@tweexmusic](https://qa.fmod.com/u/tweexmusic)\
**Post date:** [April 19, 2022, 6:02pm UTC](https://qa.fmod.com/t/stopped-vs-stopping-when-using-studio-event-emitter/18677/1 "2022-04-19T18:02:22Z")

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Hi all!

Using FMOD 2.02.05  
Using Unity 2021.2 LTS

I have a need to wait for an event to be fully stopped before changing scenes. The event in question has an Envelope on the master volume to allow a fadeout and it was being controlled via the Studio Event Emitter component. However, I discovered that the IsPlaying() check returns false as soon as Stop is called on the event; it does not seem to distinguish between the STOPPED and STOPPING playback states.

I attempted to use the following:

```auto
FMOD.Studio.PLAYBACK_STATE playbackState;
emitterInstance.EventInstance.getPlaybackState(out playbackState);

```

When using Debug Log it never returned STOPPING, only STOPPED, PLAYING, and STARTING.

I was able to fix the problem by manually creating the event instance using FMOD.Studio.EventInstance which when using getPlaybackState() did distinguish between STOPPED and STOPPING.

Is there a way to do this with the Studio Event Emitter or is my solution for manual creation the only way to go?

Thanks so much!

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**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [April 26, 2022, 10:38am UTC](https://qa.fmod.com/t/stopped-vs-stopping-when-using-studio-event-emitter/18677/2 "2022-04-26T10:38:38Z")

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The event emitter is a bit tricky to use if you are performing more complex tasks such as checking playback state. This is because the event emitter creates event instances when it’s played and getting a proper playback state can be a bit tricky depending on when you are checking the state.

I would recommend sticking with doing the manual scripting method for accurate readings. You can use the new `FMODUnity.EventReference` to get the event browser in your script’s component in the Unity editor.

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**Author:** ![tweexmusic](https://avatars.discourse-cdn.com/v4/letter/t/977dab/32.png) [@tweexmusic](https://qa.fmod.com/u/tweexmusic)\
**Post date:** [April 26, 2022, 11:54am UTC](https://qa.fmod.com/t/stopped-vs-stopping-when-using-studio-event-emitter/18677/3 "2022-04-26T11:54:24Z")

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That’s great to know! Thanks Richard!
