# Way to get what assets are being played within an fmod event?

**URL:** <https://qa.fmod.com/t/way-to-get-what-assets-are-being-played-within-an-fmod-event/13960>\
**Category:** FMOD Studio\
**Created:** [June 22, 2018, 2:48am UTC](https://qa.fmod.com/t/way-to-get-what-assets-are-being-played-within-an-fmod-event/13960 "2018-06-22T02:48:11Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![jlangford](https://avatars.discourse-cdn.com/v4/letter/j/c77e96/32.png) [@jlangford](https://qa.fmod.com/u/jlangford)\
**Post date:** [June 22, 2018, 2:48am UTC](https://qa.fmod.com/t/way-to-get-what-assets-are-being-played-within-an-fmod-event/13960/1 "2018-06-22T02:48:11Z")

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I have an event with a multi sound container and would like to know what asset(s) are being triggered when the event is played. Is there a way of getting this?

Thanks

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**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [June 25, 2018, 1:20am UTC](https://qa.fmod.com/t/way-to-get-what-assets-are-being-played-within-an-fmod-event/13960/2 "2018-06-25T01:20:59Z")

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Hi James,

You can use the FMOD\_STUDIO\_EVENT\_CALLBACK\_SOUND\_PLAYED callback to find out which assets are being played:

[https://www.fmod.com/resources/documentation-api?page=content/generated/FMOD\_STUDIO\_EVENT\_CALLBACK.html#/](https://www.fmod.com/resources/documentation-api?page=content/generated/FMOD_STUDIO_EVENT_CALLBACK.html#/)

[https://www.fmod.com/resources/documentation-api?page=content/generated/FMOD\_STUDIO\_EVENT\_CALLBACK\_TYPE.html](https://www.fmod.com/resources/documentation-api?page=content/generated/FMOD_STUDIO_EVENT_CALLBACK_TYPE.html)

Thanks,  
Richard

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**Author:** ![rontt](https://avatars.discourse-cdn.com/v4/letter/r/779978/32.png) [@rontt](https://qa.fmod.com/u/rontt)\
**Post date:** [July 5, 2018, 4:48pm UTC](https://qa.fmod.com/t/way-to-get-what-assets-are-being-played-within-an-fmod-event/13960/3 "2018-07-05T16:48:25Z")

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Yes, you can loop through all the channels and get their assets.

FMOD\_System\_GetChannel(\_fmod\_system, index, &channel);  
FMOD\_Channel\_IsPlaying(channel, &info.playing);  
FMOD\_Channel\_GetCurrentSound(channel, &sound);  
FMOD\_Sound\_GetName(sound, &info.name[0], sizeof(info.name));

If a multi-sound is playing, it will tell you the asset.

You have to use the low-level API calls, but they work fine if you’re using the studio API.
