# Variations and parameters for Audio Tables

**URL:** <https://qa.fmod.com/t/variations-and-parameters-for-audio-tables/18455>\
**Category:** FMOD Studio\
**Created:** [March 2, 2022, 6:04pm UTC](https://qa.fmod.com/t/variations-and-parameters-for-audio-tables/18455 "2022-03-02T18:04:33Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![fbertrand27](https://avatars.discourse-cdn.com/v4/letter/f/d2c977/32.png) [@fbertrand27](https://qa.fmod.com/u/fbertrand27)\
**Post date:** [March 7, 2022, 12:10pm UTC](https://qa.fmod.com/t/variations-and-parameters-for-audio-tables/18455/2 "2022-03-07T12:10:45Z")

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So I assume it the answer is that the game needs to handle variations/intensities itself.

To do that, it would require a list of available sounds from the Audio Table, to know how many variations it can randomize against.

That leads to the question: **What is the best way to know if a certain sound exists in an audio table?**

i.e. that way, the game can test if “yes\_sir2”, “yes\_sir3” exist, etc. so it can randomize properly.

This is the same question as in [this question](https://qa.fmod.com/t/access-a-list-of-sounds-in-an-audio-table/13374) (which had no answer at the time).

As the very worst case, you could try to play/load the sounds and see if you get an error back, but that sounds potentially very inefficient.

Thank you!

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_[View the full topic](https://qa.fmod.com/t/variations-and-parameters-for-audio-tables/18455)._
