# getSoundInfo / createSound on main thread? Or no

**URL:** <https://qa.fmod.com/t/getsoundinfo-createsound-on-main-thread-or-no/22802>\
**Category:** Unity\
**Created:** [April 15, 2025, 5:19am UTC](https://qa.fmod.com/t/getsoundinfo-createsound-on-main-thread-or-no/22802 "2025-04-15T05:19:45Z")\
**Posts on this page:** 1\
**Showing post:** 9

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**Author:** ![li\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/li_fmod/32/6577_2.png) [@li\_fmod](https://qa.fmod.com/u/li_fmod)\
**Post date:** [May 1, 2025, 1:56am UTC](https://qa.fmod.com/t/getsoundinfo-createsound-on-main-thread-or-no/22802/9 "2025-05-01T01:56:57Z")

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Thank you for sharing the error messages and repro.

> [@VoodooDetective](#):
>
> Please download this example project and hit play. Spacebar will play the sound and you’ll see the console fill with warnings. Note: this is code copied verbatim from the example documentation.
> 
> Here are some example warnings:
> 
> > [FMOD] SoundSourceInstrumentInstance::startChannelIfReady : Loading delay exceeded, sound may play at incorrect time  
> > [FMOD] SoundSourceInstrumentInstance::startChannelIfReady : Loading delay exceeded, sound may play at incorrect time

You could try setting the sound mode to `FMOD.MODE.CREATESTREAM`, which should help avoiding the warning messages.

There’s also a helpful discussion on this topic here:

> [@Example code for Programmer Instruments doesn't work. "Loading Delay Exceeded"](https://qa.fmod.com/t/example-code-for-programmer-instruments-doesnt-work-loading-delay-exceeded/19025/5):
>
> Hi, The Loading delay exceeded, sound may play at incorrect time error means that too many samples are being loaded in at once, to solve this we need to change which FMOD.MODE we use when creating the sound. The line we will need to change is: FMOD.MODE soundMode = FMOD.MODE.LOOP\_NORMAL | FMOD.MODE.CREATECOMPRESSEDSAMPLE | FMOD.MODE.NONBLOCKING; //Too FMOD.MODE soundMode = FMOD.MODE.CREATESTREAM; In the CALLBACK function. This mode is explained under [FMOD API Reference | Common | FMOD\_MODE…](https://www.fmod.com/docs/2.00/api/core-api-common.html#fmod_mode)

> [@VoodooDetective](#):
>
> It’s hard to tell here, but the first warning actually has more whitespace before the word “loading”. I don’t know if that has any significance.

I did notice the extra whitespace you mentioned in your reproduction project.

However, I wasn’t able to reproduce the warning messages on my end with a similar setup.  
Is it possible that some parts of the original example code were unintentionally modified during integration?

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