# Trigger an event when another event played

**URL:** https://qa.fmod.com/t/trigger-an-event-when-another-event-played/19975
**Category:** FMOD Studio
**Created:** [March 16, 2023, 10:17am UTC](https://qa.fmod.com/t/trigger-an-event-when-another-event-played/19975 "2023-03-16T10:17:59Z")
**Posts on this page:** 6
**Page:** 1

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### Author: ![KiddzZz](https://avatars.discourse-cdn.com/v4/letter/k/c2a13f/32.png) [@KiddzZz](https://qa.fmod.com/u/KiddzZz)
#### Post date: [March 16, 2023, 10:17am UTC](https://qa.fmod.com/t/trigger-an-event-when-another-event-played/19975/1 "2023-03-16T10:17:59Z")

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Hello,

as title says, i am trying to trigger an event, after another event played. It would be great to set that up in FMOD rather than in Unreal.  
So it would be “event A plays” → “event B get information that event A played, and triggers”  
I am just not sure about the right approach, thought about command instrument? But am not really knowledgable on this.

Anyone would have a encountered a similar situation? Is it easier to set this up in blueprints?

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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: [March 16, 2023, 1:36pm UTC](https://qa.fmod.com/t/trigger-an-event-when-another-event-played/19975/2 "2023-03-16T13:36:29Z")

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Why don’t you do the opposite: B nested in A, so when A plays, B is triggered?

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### Author: ![KiddzZz](https://avatars.discourse-cdn.com/v4/letter/k/c2a13f/32.png) [@KiddzZz](https://qa.fmod.com/u/KiddzZz)
#### Post date: [March 17, 2023, 9:10am UTC](https://qa.fmod.com/t/trigger-an-event-when-another-event-played/19975/3 "2023-03-17T09:10:02Z")

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Thank you for the suggestion, i am trying it at the moment.  
I am not sure this is the solution as i need independant control on both events, and they are placed in at different locations in the game (3D). But lets see how it goes

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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: [March 17, 2023, 9:46am UTC](https://qa.fmod.com/t/trigger-an-event-when-another-event-played/19975/4 "2023-03-17T09:46:27Z")

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Indeed, it will spatialize the child event at the parent location. You have to specify the 3D attributes of your B event in the game code, which is not possible with this method.  
I guess you can’t point in the code the moment when A event is launched, otherwise the solution would have been easy; am I correct?  
If so, the solution could be to set up a callback, so that the game engine is informed when the A event is fired, and then do what you want on event B with the game code. Check the doc about callbacks.

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### Author: ![KiddzZz](https://avatars.discourse-cdn.com/v4/letter/k/c2a13f/32.png) [@KiddzZz](https://qa.fmod.com/u/KiddzZz)
#### Post date: [March 21, 2023, 9:53am UTC](https://qa.fmod.com/t/trigger-an-event-when-another-event-played/19975/5 "2023-03-21T09:53:51Z")

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i will check that thank you ::

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### Author: ![KiddzZz](https://avatars.discourse-cdn.com/v4/letter/k/c2a13f/32.png) [@KiddzZz](https://qa.fmod.com/u/KiddzZz)
#### Post date: [March 21, 2023, 9:55am UTC](https://qa.fmod.com/t/trigger-an-event-when-another-event-played/19975/6 "2023-03-21T09:55:19Z")

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\*about your question; i can and it is possible, it would just be real nice to do it without any code required! But it looks like it is the best solution after all
