# Async events, quantization and starting point

**URL:** <https://qa.fmod.com/t/async-events-quantization-and-starting-point/17731>\
**Category:** FMOD Studio\
**Tags:** ue4\
**Created:** [September 28, 2021, 11:37am UTC](https://qa.fmod.com/t/async-events-quantization-and-starting-point/17731 "2021-09-28T11:37:53Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [October 14, 2021, 8:51pm UTC](https://qa.fmod.com/t/async-events-quantization-and-starting-point/17731/6 "2021-10-14T20:51:14Z")

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In fact I’m afraid the solution we gave, using quantization, wasn’t correct. Could you please check the case I describe [in that post](https://qa.fmod.com/t/quantized-async-instruments-strange-behavior/17802) and tell me if you notice the same problem?

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_[View the full topic](https://qa.fmod.com/t/async-events-quantization-and-starting-point/17731)._
