# Creating Event Instances to Avoid Sound Cutting

**URL:** <https://qa.fmod.com/t/creating-event-instances-to-avoid-sound-cutting/17925>\
**Category:** Unreal Engine\
**Created:** [November 9, 2021, 11:59am UTC](https://qa.fmod.com/t/creating-event-instances-to-avoid-sound-cutting/17925 "2021-11-09T11:59:58Z")\
**Posts on this page:** 1\
**Showing post:** 7

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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:** [November 10, 2021, 11:23pm UTC](https://qa.fmod.com/t/creating-event-instances-to-avoid-sound-cutting/17925/7 "2021-11-10T23:23:23Z")

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> [@JoeKataldo](#):
>
> I was totally fooled into thinking that the pooling of the events was managed by the FMODAudioComponent, like with the 2D events

Are you really sure 2D events behaves differently in that way than 3D events?

Like you, I don’t really get the purpose of FMODAudioComponent, except for callbacks, which by the way I don’t understand why they are not accessible elsewhere than in the component, as I pointed out [in another post](https://qa.fmod.com/t/no-persistent-event-instance-with-callbacks/17801/1).

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