How to classify the audio that needs to be played

How to classify the audio that needs to be played, such as scene layer and UI layer, so that I can better manage it uniformly, such as adjusting the volume uniformly. Maybe it’s a very simple question, but I’ve just touched Fmod and I can’t understand the plug-in. By the way, how to set up audio loop play in the code, or only in Fmod studio settings.

The most common way of collecting events into groups for the purposes of mixing is to route events into group buses. If you do this, you’ll find that adjusting the volumes of he group buses adjusts the final output volume of the events routed into those group buses. You can read more about group buses in the mixing chapter of our manual.

I’m afraid I’m not sure what you mean, as there are many different ways of creating looping behavior in FMOD Studio, each with its own advantages and disadvantages. What is the exact behavior you are trying to achieve, and why is it important that you achieve it via code?