# FMOD loop regions problem

**URL:** <https://qa.fmod.com/t/fmod-loop-regions-problem/20926>\
**Category:** FMOD Studio\
**Created:** [November 29, 2023, 3:26pm UTC](https://qa.fmod.com/t/fmod-loop-regions-problem/20926 "2023-11-29T15:26:49Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![yoloswaggins](https://avatars.discourse-cdn.com/v4/letter/y/a4c791/32.png) [@yoloswaggins](https://qa.fmod.com/u/yoloswaggins)\
**Post date:** [November 29, 2023, 3:26pm UTC](https://qa.fmod.com/t/fmod-loop-regions-problem/20926/1 "2023-11-29T15:26:49Z")

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I have a footsteps event in FMOD where i play my footsteps sound for an FPS game in Unity. I have made a loop region for it so that I can control how fast the footsteps play within FMOD rather than having it be played by code with a timer between footsteps. So I have a loop region that has no trigger conditions and that’s the default loop region that plays the walking footsteps sound. I have added a parameter called PlayerRun with 0 to 1 which is put on a second loop region where the trigger conditions for PlayerRun loop region to get played is when the value reaches 1. I then tried to make a similar parameter for when the player is crouching so it’s again between the values 0 and 1 and this parameter is the trigger condition for a new loop region called PlayerCrouch that only should play when the PlayerCrouch parameter reaches value 1. The problem I’m facing is that when I put the PlayerCrouch valeue up to 1 nothing happens and I suspect it’s because the PlayerCrouch loop region is longer than the default walking region I think. Is this an issue that anyone else has run into? I hope this makes sense.

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**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [November 30, 2023, 1:32am UTC](https://qa.fmod.com/t/fmod-loop-regions-problem/20926/2 "2023-11-30T01:32:47Z")

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From what you’ve described, it’s intended behavior. Whether a loop region should loop is evaluated as the loop reaches its end - if the timeline position never reaches the end of the PlayerCrouch loop region because the default loop region loops first, then the PlayerCrouch region cannot cause a loop.

That said, it’s a little hard to envisage what you’re describing and the behavior you’re trying to implement without more information. Can I get you to upload a screenshot of your event and its loop regions?

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**Author:** ![yoloswaggins](https://avatars.discourse-cdn.com/v4/letter/y/a4c791/32.png) [@yoloswaggins](https://qa.fmod.com/u/yoloswaggins)\
**Post date:** [November 30, 2023, 9:32am UTC](https://qa.fmod.com/t/fmod-loop-regions-problem/20926/3 "2023-11-30T09:32:23Z")

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Here you go:

 ![Screenshot 2023-11-30 at 10.31.10](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/2/2ec5a09399339cc80045bf17bac175d9cdd02a37.png)

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**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [November 30, 2023, 10:48pm UTC](https://qa.fmod.com/t/fmod-loop-regions-problem/20926/4 "2023-11-30T22:48:58Z")

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Based on your image - yes, the PlayerWalk loop region will always loop before the PlayerCrouch loop region can. To fix this, you can add a transition condition to the PlayerWalk region so that it only transitions when the PlayerCrouch parameter does not equal 1.

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**Author:** ![yoloswaggins](https://avatars.discourse-cdn.com/v4/letter/y/a4c791/32.png) [@yoloswaggins](https://qa.fmod.com/u/yoloswaggins)\
**Post date:** [December 1, 2023, 9:13pm UTC](https://qa.fmod.com/t/fmod-loop-regions-problem/20926/5 "2023-12-01T21:13:10Z")

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Of course! That makes perfect sense! Now it works like intended.

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**Author:** ![yoloswaggins](https://avatars.discourse-cdn.com/v4/letter/y/a4c791/32.png) [@yoloswaggins](https://qa.fmod.com/u/yoloswaggins)\
**Post date:** [December 1, 2023, 9:13pm UTC](https://qa.fmod.com/t/fmod-loop-regions-problem/20926/6 "2023-12-01T21:13:41Z")

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Thank you so much for the help!
