# generatorInstance

> A handle to the currently playing Generator, if it can be controlled by scripting.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.AudioModule

```csharp
public ProcessorInstance generatorInstance { get; }
```

### Remarks

You can use [ControlContext.builtIn](/engine/6000.6/script-reference/unityengine/audio/controlcontext/builtin.md) to script and issue commands to the Generator. Since the [AudioSource](/engine/6000.6/script-reference/unityengine/audiosource.md) owns the Generator, you can check for the existence using [ControlContext.Exists](/engine/6000.6/script-reference/unityengine/audio/controlcontext/exists.md).
