# Synchronize Multi Instrument event instances?

**URL:** <https://qa.fmod.com/t/synchronize-multi-instrument-event-instances/16876>\
**Category:** FMOD Studio\
**Created:** [March 12, 2021, 9:45pm UTC](https://qa.fmod.com/t/synchronize-multi-instrument-event-instances/16876 "2021-03-12T21:45:39Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![alexzzen](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alexzzen/32/6825_2.png) [@alexzzen](https://qa.fmod.com/u/alexzzen)\
**Post date:** [March 12, 2021, 10:01pm UTC](https://qa.fmod.com/t/synchronize-multi-instrument-event-instances/16876/3 "2021-03-12T22:01:41Z")

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I think an easier solution to your problem would be using the Transceiver effect on your announcer event and sending the audio to an empty event (set to persistent in the macro controls) with a Transceiver effect set to receive on the same channel. In Unity just create one EventInstance of the announcer Event and the copies should be EventInstances of the empty Event. It should play the same MultiInstrument in sync 🙂

> [@How EXACTLY do I use the transceiver plugin?](https://qa.fmod.com/t/how-exactly-do-i-use-the-transceiver-plugin/14168/3):
>
> Transceiver effects are simple to use but also very powerful, and allow you to break the normal rules that govern how buses, tracks, and events can be routed in FMOD Studio. A transceiver effect can be set to transmit or to receive, and can be tuned to any of 32 different “channels.” A transceiver effect that’s set to transmit is a bit like a send, while a transceiver effect that’s set to receive is a bit like a return bus: A transceiver effect instance that’s set to transmit sends a duplicate …

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_[View the full topic](https://qa.fmod.com/t/synchronize-multi-instrument-event-instances/16876)._
