# Fast firing weapon problems

**URL:** <https://qa.fmod.com/t/fast-firing-weapon-problems/17287>\
**Category:** FMOD Studio\
**Created:** [June 3, 2021, 1:19pm UTC](https://qa.fmod.com/t/fast-firing-weapon-problems/17287 "2021-06-03T13:19:23Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![trjaudio](https://avatars.discourse-cdn.com/v4/letter/t/ea666f/32.png) [@trjaudio](https://qa.fmod.com/u/trjaudio)\
**Post date:** [June 3, 2021, 2:06pm UTC](https://qa.fmod.com/t/fast-firing-weapon-problems/17287/2 "2021-06-03T14:06:52Z")

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Seems like this might be a solution… going back to one shot sounds?  
“As long as you are correctly releasing your event instances (call `EventInstance::release()` after starting the one-shot gun fire event) then there shouldn’t be too much to worry about. Whilst you are correct that one event instance looping 10 times for 1 second would “perform” better than creating and releasing 10 separate event instances, the actual performance difference is so minute that you would not be able to tell. The benefit of having the sound sync up to your animations far outweighs the “increased” performance from using a looping event.”  
From

> [@Synch FMOD Machinegun event with shoot() method in unity weapon script](https://qa.fmod.com/t/synch-fmod-machinegun-event-with-shoot-method-in-unity-weapon-script/14402/3):
>
> Thank you for your help so far. Lets say i manage to create a single shot event that chains up with a separate event for a tail Sound and this constellation sounds as accurate as my looping event. So far so good. But how do the two approaches compare in terms of performance? As far as i understand it for the looping approach i would need to instantiate only one fmod event for each full auto action, no matter How high the RPM count goes. For your approach wouldnt i need to create one instance for…

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