# Audible "click" or "pop" when using FMOD\_OPENMEMORY\_POINT with FMOD\_CREATESAMPLE

**URL:** https://qa.fmod.com/t/audible-click-or-pop-when-using-fmod-openmemory-point-with-fmod-createsample/13690
**Category:** FMOD Engine
**Created:** [February 3, 2018, 9:48am UTC](https://qa.fmod.com/t/audible-click-or-pop-when-using-fmod-openmemory-point-with-fmod-createsample/13690 "2018-02-03T09:48:10Z")
**Posts on this page:** 1
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### Author: ![TheRealJman87](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/therealjman87/32/243_2.png) [@TheRealJman87](https://qa.fmod.com/u/TheRealJman87)
#### Post date: [February 5, 2018, 10:37am UTC](https://qa.fmod.com/t/audible-click-or-pop-when-using-fmod-openmemory-point-with-fmod-createsample/13690/2 "2018-02-05T10:37:29Z")

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I found a workaround. What I’m doing instead is FMOD\_OPENMEMORY | FMOD\_CREATESAMPLE with the WAV file in memory, then using FMOD:🔉:lock to retrieve the raw PCM. I then copy that to another buffer and release the first sound, and use FMOD\_OPENMEMORY\_POINT | FMOD\_OPENRAW for any sounds that need that particular file thereafter. This works perfectly and allows me to reuse that same buffer for any number of sounds with various settings without duplicating it again.

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