# How to start Source Loops with the most saving of performance

**URL:** https://qa.fmod.com/t/how-to-start-source-loops-with-the-most-saving-of-performance/15689
**Category:** Unity
**Created:** [April 24, 2020, 8:48pm UTC](https://qa.fmod.com/t/how-to-start-source-loops-with-the-most-saving-of-performance/15689 "2020-04-24T20:48:17Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![Juliansena](https://avatars.discourse-cdn.com/v4/letter/j/958977/32.png) [@Juliansena](https://qa.fmod.com/u/Juliansena)
#### Post date: [April 24, 2020, 8:48pm UTC](https://qa.fmod.com/t/how-to-start-source-loops-with-the-most-saving-of-performance/15689/1 "2020-04-24T20:48:17Z")

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Hello!

I’m working on a open world kinda game and I just tought about which starting point I should choose for Source Loop Sound (Windmill, Waterfall, Fire).  
Because I didn’t want all the sounds to play in the background while they’re not audible, every FMOD Event Emitter has a Sphere Collider attached as Trigger and the sound plays onTriggerEnter instead of Start.  
Is this really better than setting the “Play Event” to Start? Is there a better way to save performance in this case?

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### 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 28, 2020, 12:06am UTC](https://qa.fmod.com/t/how-to-start-source-loops-with-the-most-saving-of-performance/15689/2 "2020-04-28T00:06:36Z")

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If you set the event emitter to play at start then it will start playing immediately from when the scene is loaded. If it is a spatialized event then it will likely be virtualized (muted to save on resources) until you are within audible range but virtualized events still take up a small amount of resources.

Using on entering trigger regions will ensure the event instance is not created until within a certain range which will help with resource management.
