# Fmod events Voicecomms netcoding

**URL:** <https://qa.fmod.com/t/fmod-events-voicecomms-netcoding/23012>\
**Category:** Unity\
**Tags:** unity, csharp\
**Created:** [June 4, 2025, 7:31pm UTC](https://qa.fmod.com/t/fmod-events-voicecomms-netcoding/23012 "2025-06-04T19:31:10Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [June 5, 2025, 4:55am UTC](https://qa.fmod.com/t/fmod-events-voicecomms-netcoding/23012/2 "2025-06-05T04:55:39Z")

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Hi,

I would suggest starting with out scripting examples:

- [Record example](https://fmod.com/docs/2.02/unity/examples-record.html)
- [Playback example](https://fmod.com/docs/2.02/unity/examples-video-playback.html)

The playback example in particular goes over drift compensation and buffering. Which may help in addressing audio glitches. I would also suggest try different DSP buffer settings:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/8/812314ce7a88f161305e87f25171e3377efde24a.png)

A user also had a similar issue here which may have some useful information: [Audio artifacts when playing audio generated via code](https://qa.fmod.com/t/audio-artifacts-when-playing-audio-generated-via-code/22880)

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