# Async Instrument stop loop

**URL:** https://qa.fmod.com/t/async-instrument-stop-loop/18246
**Category:** FMOD Studio
**Created:** [January 20, 2022, 2:30pm UTC](https://qa.fmod.com/t/async-instrument-stop-loop/18246 "2022-01-20T14:30:57Z")
**Posts on this page:** 1
**Showing post:** 22

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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: [January 21, 2022, 3:50am UTC](https://qa.fmod.com/t/async-instrument-stop-loop/18246/22 "2022-01-21T03:50:02Z")

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> [@joseph](#):
>
> The easiest way to fix this is to ensure the instrument is never untriggered. For example, starting from the version of the event in your first screenshot, try dragging the right edge of the “ENVIRONMENT” instrument to the right of the right edge of the “BOSS” loop region, such that the instrument extends over the full length of the timeline that you’re using.

Hum, @joseph I think you are wrong. He can’t ensure that the instrument is never untriggered, because of the loss of continuity of async instruments passing through transition timelines. It WILL be untriggered when passing through one of those transition timelines, no matter the settings. That’s why I suggested another solution, for that instrument to never be untriggered, by putting it in the parameter sheet.

But maybe is this transition timeline a bug and should be fixed? I supposed it rather was a technical and unavoidable issue…

By the way… he needs those problematic transition timelines because he needs to automate the volume while transitioning, and which wouldn’t be necessary anymore if he had [that option](https://qa.fmod.com/t/suggestion-seek-speed-on-everything/16947). I think that counts as another +1 😃

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