# Best practices for looping random samples?

**URL:** <https://qa.fmod.com/t/best-practices-for-looping-random-samples/22641>\
**Category:** FMOD Studio\
**Created:** [February 27, 2025, 1:28pm UTC](https://qa.fmod.com/t/best-practices-for-looping-random-samples/22641 "2025-02-27T13:28:53Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![kiberptah](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/kiberptah/32/1122_2.png) [@kiberptah](https://qa.fmod.com/u/kiberptah)\
**Post date:** [February 27, 2025, 1:28pm UTC](https://qa.fmod.com/t/best-practices-for-looping-random-samples/22641/1 "2025-02-27T13:28:53Z")

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Might be a bit of a newbie question, but is it the intended/good setup for looping random sample (when samples have different duration)? Context: I have ambient sounds in the world that I don’t want to put manually but just want to have universal event that plays random sound from the list of similar sound.

 ![paintdotnet_dBfXzbzAuc](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/9/99a060361066e2b182f34914e51de84e7e846231.png)

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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:** [February 27, 2025, 8:18pm UTC](https://qa.fmod.com/t/best-practices-for-looping-random-samples/22641/2 "2025-02-27T20:18:37Z")

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You probably should put, in your multi, instead of those tracks, event instruments, in each of which you will place a musical track on the timeline with a loop on it (probably with a transition timeline). Keep other settings as they are (async multi with a loop on it).

Or maybe are you looking for a more generic solution, without having to set individual loops ?
