# Using Parameters to select diffrent audio tracks.

**URL:** <https://qa.fmod.com/t/using-parameters-to-select-diffrent-audio-tracks/12643>\
**Category:** FMOD Studio\
**Created:** [August 10, 2016, 5:26pm UTC](https://qa.fmod.com/t/using-parameters-to-select-diffrent-audio-tracks/12643 "2016-08-10T17:26:48Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![iLLphiL](https://avatars.discourse-cdn.com/v4/letter/i/e9a140/32.png) [@iLLphiL](https://qa.fmod.com/u/iLLphiL)\
**Post date:** [August 10, 2016, 5:26pm UTC](https://qa.fmod.com/t/using-parameters-to-select-diffrent-audio-tracks/12643/1 "2016-08-10T17:26:48Z")

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So im sure this has been asked before, but i cant find the answer.  
In a nutshell we have a game that requires different BGM for level sections.

Each section has an event created with the proper loop regions and settings.

my next step was to set up a " master event " with 6 tracks and 6 parameters then i drag the previously created event into the track section and call my params as i need them… works great EXCEPT…

All the audio tracks are playing on the time line at the same time, so when i call a different track up it starts wherever the timeline marker is…

That does not work for my application… i need the tracks to start from the beginning…

Some help would be greatly appreciated…

Thanks in advance!!!

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**Author:** ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)\
**Post date:** [August 11, 2016, 2:14am UTC](https://qa.fmod.com/t/using-parameters-to-select-diffrent-audio-tracks/12643/2 "2016-08-11T02:14:44Z")

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It sounds like you’re using volume automation on parameters as the only way of determining when particular tracks become audible. I recommend also adding parameter conditions to the event sound modules on each track; This will allow you to specify a particular range of parameter values that the parameter cursor has to enter before the sound module will begin to play.
