# How to play sounds with same event?

**URL:** <https://qa.fmod.com/t/how-to-play-sounds-with-same-event/15668>\
**Category:** FMOD Engine\
**Created:** [April 20, 2020, 9:04am UTC](https://qa.fmod.com/t/how-to-play-sounds-with-same-event/15668 "2020-04-20T09:04:06Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![wyy1993211](https://avatars.discourse-cdn.com/v4/letter/w/b4bc9f/32.png) [@wyy1993211](https://qa.fmod.com/u/wyy1993211)\
**Post date:** [April 20, 2020, 9:04am UTC](https://qa.fmod.com/t/how-to-play-sounds-with-same-event/15668/1 "2020-04-20T09:04:06Z")

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Hi, i’m new to FMOD

Thanks for answer first.

In FMOD(Unity, c#), I want to play several sounds with same event. but when I create a new event instance and start it, the old one (used same event path) stopped automatically.

How can i prevent the stop?

I just want to play some events with same event

Please help

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<div class="post-metadata">

**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [April 24, 2020, 2:26am UTC](https://qa.fmod.com/t/how-to-play-sounds-with-same-event/15668/2 "2020-04-24T02:26:28Z")

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You need to create new event instances for each time you want it to play separately.

Using Unity you can either use:

```cs
var instance = FMODUnity.RuntimeManager.CreateInstance("path/to/event");
instance.start();
instance.release();

var instance2 = FMODUnity.RuntimeManager.CreateInstance("path/to/same/event");
instance2.start();
instance2.release();

```

or

```auto
FMODUnity.RuntimeManager.PlayOneShot("path/to/event");
FMODUnity.RuntimeManager.PlayOneShot("path/to/same/event");

```

Take a look into the documentation to learn more: [https://www.fmod.com/resources/documentation-unity?version=2.0&page=api.html](https://www.fmod.com/resources/documentation-unity?version=2.0&page=api.html)
