# How to stop looping event instance without affecting other instances

**URL:** <https://qa.fmod.com/t/how-to-stop-looping-event-instance-without-affecting-other-instances/23407>\
**Category:** FMOD Studio\
**Created:** [September 29, 2025, 9:42am UTC](https://qa.fmod.com/t/how-to-stop-looping-event-instance-without-affecting-other-instances/23407 "2025-09-29T09:42:42Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![ivyvyx116](https://avatars.discourse-cdn.com/v4/letter/i/e19b73/32.png) [@ivyvyx116](https://qa.fmod.com/u/ivyvyx116)\
**Post date:** [September 29, 2025, 9:42am UTC](https://qa.fmod.com/t/how-to-stop-looping-event-instance-without-affecting-other-instances/23407/1 "2025-09-29T09:42:42Z")

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Hi, I’m trying to end a 3D timeline looping event instance attached to an game object, without affecting other instances of the same event.

For example, I have multiple characters dancing on the lawn asynch, eaching triggering a start\_dancing event, which contains two command intruments: dancing\_start one shot, and a dancing\_loop;

When one character stop dancing, they trigger a stop\_dancing event, containing also two commands: dancing\_stop one shot, and a Stop Event for dancing\_loop.

In this case, in the FMOD Studio, the Stop Event would stop all the dancing loops. What is the best way to stop only one instance of the dancing loops?

BTW, I used a timeline event with loop region for the dancing loop. Would a persistent ON be a better way to do this? What’s the difference?

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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:** [September 30, 2025, 1:08am UTC](https://qa.fmod.com/t/how-to-stop-looping-event-instance-without-affecting-other-instances/23407/2 "2025-09-30T01:08:44Z")

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Hi,

> [@ivyvyx116](#):
>
> In this case, in the FMOD Studio, the Stop Event would stop all the dancing loops. What is the best way to stop only one instance of the dancing loops?

An option would be programmatically getting a reference to the event instance and calling [FMOD Engine | Studio Api Eventinstance - Studio::Eventinstance::Stop](https://fmod.com/docs/2.03/api/studio-api-eventinstance.html#studio_eventinstance_stop).

Unfortunately, there is no way to control a single instance of an event using a command instrument: [FMOD Studio | Instrument Reference - Command Type Dropdown Menu](https://fmod.com/docs/2.03/studio/instrument-reference.html#command-type-dropdown-menu).

> [@ivyvyx116](#):
>
> BTW, I used a timeline event with loop region for the dancing loop. Would a persistent ON be a better way to do this? What’s the difference?

Would it be possible to elaborate on the issue? What difference are you referring to?  
For the `Persistent` macro, this will keep an event instance playing past all content until it is explicitly told to stop: [FMOD Studio | Event Macro Controls Reference - Persistent](https://fmod.com/docs/2.03/studio/event-macro-controls-reference.html#persistent).

Hope this helps!

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<div class="post-metadata">

**Author:** ![ivyvyx116](https://avatars.discourse-cdn.com/v4/letter/i/e19b73/32.png) [@ivyvyx116](https://qa.fmod.com/u/ivyvyx116)\
**Post date:** [September 30, 2025, 4:05pm UTC](https://qa.fmod.com/t/how-to-stop-looping-event-instance-without-affecting-other-instances/23407/3 "2025-09-30T16:05:19Z")

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Thank you Connor!

Now I think I understand that (correct me if I’m wrong) Persistent macro ON simply loops the event, and when it’s OFF the sound would play to its end then stop; on the other hand, I can have loads of playing logic with timeline.

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<div class="post-metadata">

**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:** [October 1, 2025, 12:10am UTC](https://qa.fmod.com/t/how-to-stop-looping-event-instance-without-affecting-other-instances/23407/4 "2025-10-01T00:10:32Z")

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> [@ivyvyx116](#):
>
> Persistent macro ON simply loops the event, and when it’s OFF the sound would play to its end then stop

No, “The persistent property is used to keep the event instance playing until it is explicitly stopped.”  
 ![Persistent](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/f/f99cebd2cb5cee5521526980ac2a63f3b839052e.gif)  
So the event will stay `alive` till it is tolled to stop.

> [@ivyvyx116](#):
>
> I can have loads of playing logic with timeline.

Yes, you can stack timeline markers:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/f/f7ee71cf478cd5b8663bb77cb2f00ced0b04e75b.png)  
Hope this helps
