# Best practice for playing back dozens of sounds of the same event at runtime

**URL:** <https://qa.fmod.com/t/best-practice-for-playing-back-dozens-of-sounds-of-the-same-event-at-runtime/21073>\
**Category:** Unreal Engine\
**Created:** [January 8, 2024, 3:52pm UTC](https://qa.fmod.com/t/best-practice-for-playing-back-dozens-of-sounds-of-the-same-event-at-runtime/21073 "2024-01-08T15:52:04Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![\_MaX](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/_max/32/101_2.png) [@\_MaX](https://qa.fmod.com/u/_MaX)\
**Post date:** [January 11, 2024, 10:41am UTC](https://qa.fmod.com/t/best-practice-for-playing-back-dozens-of-sounds-of-the-same-event-at-runtime/21073/4 "2024-01-11T10:41:36Z")

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As a sidenote, because you will most likely ask yourself the same question at some point, [we had a discussion about culling/virtualization in 2023](https://qa.fmod.com/t/active-voices-and-virtualization/20181/7). Hope this gives you some more answers on the subject.

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_[View the full topic](https://qa.fmod.com/t/best-practice-for-playing-back-dozens-of-sounds-of-the-same-event-at-runtime/21073)._
