# Subtitles for Randomized Dialogue Events?

**URL:** <https://qa.fmod.com/t/subtitles-for-randomized-dialogue-events/20686>\
**Category:** Unity\
**Created:** [September 22, 2023, 2:00am UTC](https://qa.fmod.com/t/subtitles-for-randomized-dialogue-events/20686 "2023-09-22T02:00:44Z")\
**Posts on this page:** 1\
**Showing post:** 11

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**Author:** ![m\_daniel26](https://avatars.discourse-cdn.com/v4/letter/m/ecd19e/32.png) [@m\_daniel26](https://qa.fmod.com/u/m_daniel26)\
**Post date:** [October 17, 2023, 9:12pm UTC](https://qa.fmod.com/t/subtitles-for-randomized-dialogue-events/20686/11 "2023-10-17T21:12:46Z")

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Ah, ok. I think I know what’s the discrepancy here. First, let me back up a bit.

In a separate forum thread ([Overlapping Dialogue Interactions)](https://qa.fmod.com/t/overlapping-dialogue-interactions/20380/10), I worked out with another user a technique he had developed for preventing interactive dialogue cues from overlapping unnaturally. This technique has the dialogue clips run as an EventReference instead of an EventInstance (the code `narratorController.Play(collectedDialogue, SFXConcurrencyStrategy.Wait);` in the last script I shared) which runs it through a concurrency script to determine if another dialogue clip is currently running, and if so how it should be handled (cancel, wait, stop current, etc.).

So, I gather that since the event is being triggered by an EventReference instead of an EventInstance, that’s why the parameter isn’t being triggered (I ran into a similar issue with trying to pause the EventReference cues in the case of the Pause Menu being loaded mid-dialogue, but ultimately decided it wasn’t worth wasting my time on figuring a way around that for only a few seconds of dialogue).

I just attempted to see if I could start the EventInstance and the EventReference simultaneously, but that of course just resulted in the clip playing twice.

I tested taking it off of the EventReference, and passed it through as an EventInstance instead, and that did work, so this definitely seems to be the issue. I also tried starting the EventInstance and immediately stopping it, then letting the EventReference play, but that didn’t work either - the clip played, and didn’t double up, but the parameter switch didn’t hold over into the Event Reference (didn’t think it would, but it was worth a shot, lol).

Is there a way to pass the parameter trigger through to an EventReference, as you would with an EventInstance, or do I need to essentially choose between having my dialogue overlap and having the captions synch up?

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_[View the full topic](https://qa.fmod.com/t/subtitles-for-randomized-dialogue-events/20686)._
