# Tire sfx event with a "terrain" parameter

**URL:** <https://qa.fmod.com/t/tire-sfx-event-with-a-terrain-parameter/19276>\
**Category:** FMOD Studio\
**Created:** [September 15, 2022, 5:14am UTC](https://qa.fmod.com/t/tire-sfx-event-with-a-terrain-parameter/19276 "2022-09-15T05:14:11Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [September 15, 2022, 7:26am UTC](https://qa.fmod.com/t/tire-sfx-event-with-a-terrain-parameter/19276/2 "2022-09-15T07:26:08Z")

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Indeed, that’s not the best method. Maybe one day [my suggested feature](https://qa.fmod.com/t/suggestion-seek-speed-on-everything/16947) will be implemented and it will be possible to do that directly. But in the meantime, in your case, I think I would go with a discrete (labelled) “terrain” parameter, instead of continuous, and set an attack and release (AHDSR) on each instrument. The transition would then have a fixed timing, which would probably even be better than your transitions driven by the parameter’s value: after all the car can’t be at the same time on asphalt and dirt… The only drawback is the first time the event will play: the attack would also apply. But this could be acceptable if this attack value is sufficiently low.

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