# How to get an accurate timeline position

**URL:** <https://qa.fmod.com/t/how-to-get-an-accurate-timeline-position/22650>\
**Category:** Unity\
**Tags:** unity, csharp\
**Created:** [March 2, 2025, 10:13pm UTC](https://qa.fmod.com/t/how-to-get-an-accurate-timeline-position/22650 "2025-03-02T22:13:35Z")\
**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:** [March 3, 2025, 1:50am UTC](https://qa.fmod.com/t/how-to-get-an-accurate-timeline-position/22650/2 "2025-03-03T01:50:50Z")

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Hi,

Thank you for the code and information.

Could I please grab your FMOD version? Disabling `Streaming` on the assets may improve timings: [FMOD Studio | Managing Assets - Loading Modes](https://fmod.com/docs/2.02/studio/managing-assets.html#loading-modes:~:text=for%20mobile%20platforms.-,Streaming,-%2D%20Assets%20are%20continuously).

Another option maybe:

> [@GetTimelinePosition accuracy for rhythm game](https://qa.fmod.com/t/gettimelineposition-accuracy-for-rhythm-game/20202/2):
>
> On the topic of more accurate timing information, you may wish to look into using timeline callbacks - they allow you to define code yourself that is called by the FMOD System upon reaching certain points in the event timeline, such as markers or beats, which is typically good for rhythm games. If that sounds like something that would be useful, our Unity docs have a basic [timeline callbacks example script](https://www.fmod.com/docs/2.02/unity/examples-timeline-callbacks.html) that I would recommend taking a look at.  
> [GetTimelinePosition accuracy for rhythm game - #2 by Leah\_FMOD](https://qa.fmod.com/t/gettimelineposition-accuracy-for-rhythm-game/20202/2)

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