# Stopping Events in Studio

**URL:** <https://qa.fmod.com/t/stopping-events-in-studio/12165>\
**Category:** FMOD Studio\
**Created:** [November 20, 2015, 5:59pm UTC](https://qa.fmod.com/t/stopping-events-in-studio/12165 "2015-11-20T17:59:37Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Dgreve1](https://avatars.discourse-cdn.com/v4/letter/d/f475e1/32.png) [@Dgreve1](https://qa.fmod.com/u/Dgreve1)\
**Post date:** [November 20, 2015, 5:59pm UTC](https://qa.fmod.com/t/stopping-events-in-studio/12165/1 "2015-11-20T17:59:37Z")

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Where do you set the “one Shot” in FMOD Studio? Does the Studio version handle the stopping of events differently than “fire and forget”? Also, is there a way to find out what markers are in an event through the API?

Thanks!

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**Author:** ![nick1](https://avatars.discourse-cdn.com/v4/letter/n/47e85d/32.png) [@nick1](https://qa.fmod.com/u/nick1)\
**Post date:** [November 23, 2015, 12:53am UTC](https://qa.fmod.com/t/stopping-events-in-studio/12165/2 "2015-11-23T00:53:39Z")

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One shot is automatically determined by examining the event for loop regions, looping instruments, etc.

If an event is one shot, you can all EventInstance::start() followed by EventInstance::release() and the event will clean itself up when it reaches the end.

You cannot iterate markers in the API, only register a callback using EventInstance::setCallback() that will get called when a marker is hit.
