# Using FMOD to trigger events in game?

**URL:** <https://qa.fmod.com/t/using-fmod-to-trigger-events-in-game/14049>\
**Category:** FMOD Studio\
**Created:** [August 16, 2018, 1:45pm UTC](https://qa.fmod.com/t/using-fmod-to-trigger-events-in-game/14049 "2018-08-16T13:45:36Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Shadoninja](https://avatars.discourse-cdn.com/v4/letter/s/71e660/32.png) [@Shadoninja](https://qa.fmod.com/u/Shadoninja)\
**Post date:** [August 16, 2018, 1:45pm UTC](https://qa.fmod.com/t/using-fmod-to-trigger-events-in-game/14049/1 "2018-08-16T13:45:36Z")

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Is there an effective workflow for doing this?

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**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:** [August 17, 2018, 1:18am UTC](https://qa.fmod.com/t/using-fmod-to-trigger-events-in-game/14049/2 "2018-08-17T01:18:13Z")

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You will need to be a lot more specific.

What is it that you want to do?

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**Author:** ![Shadoninja](https://avatars.discourse-cdn.com/v4/letter/s/71e660/32.png) [@Shadoninja](https://qa.fmod.com/u/Shadoninja)\
**Post date:** [August 17, 2018, 1:24am UTC](https://qa.fmod.com/t/using-fmod-to-trigger-events-in-game/14049/3 "2018-08-17T01:24:35Z")

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> [@](#):
>
> You will need to be a lot more specific.
> 
> What is it that you want to do?

I would like to have a specific point in the song trigger game code to run. I am fine polling for something off the EventInstance. Callbacks could also work. I looked through one of the examples in the documentation, but it looked a little heavy-handed. I would be happy if I could just set a parameter somewhere in the song and read that off in my game.

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**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:** [August 17, 2018, 1:31am UTC](https://qa.fmod.com/t/using-fmod-to-trigger-events-in-game/14049/4 "2018-08-17T01:31:34Z")

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Those are your two options really. Callbacks might be a little heavy-handed to set up, but depending on what you need it may be preferable to polling. But that all depends on the project.

You can automate parameters in Studio and then in game use getParameterValue, the finalValue is the value after all automations.

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**Author:** ![Shadoninja](https://avatars.discourse-cdn.com/v4/letter/s/71e660/32.png) [@Shadoninja](https://qa.fmod.com/u/Shadoninja)\
**Post date:** [August 17, 2018, 2:01am UTC](https://qa.fmod.com/t/using-fmod-to-trigger-events-in-game/14049/5 "2018-08-17T02:01:56Z")

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Can you automate parameters to trigger based on where the song is though?

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**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:** [August 20, 2018, 4:47am UTC](https://qa.fmod.com/t/using-fmod-to-trigger-events-in-game/14049/6 "2018-08-20T04:47:31Z")

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Not along the timeline unfortunately, it sounds like marker callbacks would suit your need best.
