# Synchronizing multiple events

**URL:** <https://qa.fmod.com/t/synchronizing-multiple-events/20080>\
**Category:** Unity\
**Tags:** unity\
**Created:** [April 7, 2023, 11:56am UTC](https://qa.fmod.com/t/synchronizing-multiple-events/20080 "2023-04-07T11:56:21Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Hzo420](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/hzo420/32/3827_2.png) [@Hzo420](https://qa.fmod.com/u/Hzo420)\
**Post date:** [April 10, 2023, 7:15am UTC](https://qa.fmod.com/t/synchronizing-multiple-events/20080/4 "2023-04-10T07:15:18Z")

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> [@Alcibiade](#):
>
> Isn’t it possible to redesign your events in one unique event with instruments syncronized to a unique timeline?

You’re right, it’s certainly possible. The reason I’m trying to avoid creating a single event is because there will be hundreds of different tracks that can make up this loop (and each track will have 4 different variants that can be controlled through custom parameters). So, if it were possible to synchronize different events, I’d only need to create a single event with 4 instruments in Fmod studio, setup all the parameters for it, and then keep duplicating it (each time simply switching out the 4 tracks inside). But if my only choice is creating a single event, I’ll need to set up separate parameter values for each and every instrument across all of the different tracks. This process is a lot more time consuming, and having so many instruments in a single event makes Fmod studio stutter sometimes. Hence, I was hoping to avoid creating a single event.

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_[View the full topic](https://qa.fmod.com/t/synchronizing-multiple-events/20080)._
