# \[Unity\] Stuck in migration, need to retrieve an event from emitter.

**URL:** <https://qa.fmod.com/t/unity-stuck-in-migration-need-to-retrieve-an-event-from-emitter/12890>\
**Category:** Unity\
**Created:** [December 21, 2016, 12:27pm UTC](https://qa.fmod.com/t/unity-stuck-in-migration-need-to-retrieve-an-event-from-emitter/12890 "2016-12-21T12:27:48Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![mauriciodal](https://avatars.discourse-cdn.com/v4/letter/m/34f0e0/32.png) [@mauriciodal](https://qa.fmod.com/u/mauriciodal)\
**Post date:** [December 21, 2016, 12:27pm UTC](https://qa.fmod.com/t/unity-stuck-in-migration-need-to-retrieve-an-event-from-emitter/12890/1 "2016-12-21T12:27:48Z")

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Hi, i’m migrating the old version of Fmod Unity for the new one, i have a quick question, in the old version, i was able to retrieve an event from an emitter, something like this:

```
FMOD_StudioEventEmitter emitter = GameObject.FindWithTag("GameController").GetComponent<FMOD_StudioEventEmitter>();
controllerEvent= emitter.Event();

```

But now, with the new version, i can’t do that anymore, i’ve tried with something like this:

```
FMODUnity.StudioEventEmitter emitter = GameObject.FindWithTag("GameController").GetComponent<FMODUnity.StudioEventEmitter>();
FMOD.Studio.EventInstance controllerEvent = FMODUnity.RuntimeManager.CreateInstance(emitter.Event);

```

But i know that i’m just creating another instance (duplicate) and i want to change/play/stop the original event instance, what i’m missing?

would be great if someone can point me in the right direction,

Thanks in advance!

---

<div class="post-metadata">

**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [December 22, 2016, 12:56am UTC](https://qa.fmod.com/t/unity-stuck-in-migration-need-to-retrieve-an-event-from-emitter/12890/2 "2016-12-22T00:56:16Z")

</div>

The event in StudioEventEmitter isn’t accessible, only the string/event name.  
You could always manage an event instance yourself with very little effort, see [basic script example](http://www.fmod.org/documentation/#content/generated/engine_new_unity/script_example_basic.html).
