# How to sync two events

**URL:** https://qa.fmod.com/t/how-to-sync-two-events/24499
**Category:** FMOD Studio
**Created:** [September 3, 2026, 2:39pm UTC](https://qa.fmod.com/t/how-to-sync-two-events/24499 "2026-09-03T14:39:22Z")
**Posts on this page:** 3
**Page:** 1

<div class="post-metadata">

### Author: ![Sirevanac](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/sirevanac/32/480_2.png) [@Sirevanac](https://qa.fmod.com/u/Sirevanac)
#### Post date: [September 3, 2026, 2:39pm UTC](https://qa.fmod.com/t/how-to-sync-two-events/24499/1 "2026-09-03T14:39:22Z")

</div>

Hi! I’m not sure if this is a FMOD question or a Unity question. I have two different music tracks that I want to play simoultaneously, but I need them with two different transforms ingame. exemplifying it, it’d be like having a radio playing a tune, and a character with a guitar playing on top of that tune.

I’m not quite sure what is the best / simplest solution to this so they are synced and making sound from different places. Any ideas would be welcome!

---

<div class="post-metadata">

### Author: ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)
#### Post date: [September 7, 2026, 4:10am UTC](https://qa.fmod.com/t/how-to-sync-two-events/24499/2 "2026-09-07T04:10:23Z")

</div>

Hi,

Two separate events started within the same [command buffer](https://www.fmod.com/docs/2.03/api/studio-guide.html#studio-system-processing) will be scheduled to play at the same time. However, there are edge cases if there’s issues with sample data loading times or streams taking too long to be streamed on start, which could make your assets play out of sync.

To ensure that the your music tracks play at the same time at different locations, I’d recommend using the Transceiver effect like so:

- Create an event with all of your music tracks, and a transciever in “send” mode for each track. Each transceiver should be set to a different channel (i.e. bass on 0, drums on 1, etc.). Make sure output for the event for the event itself is muted.
- Create another event with no assets, but put a transceiver on each track, and set them to receive the channels for each music track you’re sending. You can then use parameters to automate the volume of each track/transceiver.

With these two events, you have a sender event that plays all tracks and sends them to your receiver events, which you can place in your scene and set the parameters of to blend between or mute specific tracks. Finally, swapping your music assets to the [“compressed” loading mode](https://www.fmod.com/docs/2.03/studio/managing-assets.html#advanced-loading-modes) and making sure [their sample data is loaded ahead of time](https://www.fmod.com/docs/2.03/unity/game-components.html#preload-sample-data) should help avoid any issues with asset loading.

---

<div class="post-metadata">

### Author: ![Sirevanac](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/sirevanac/32/480_2.png) [@Sirevanac](https://qa.fmod.com/u/Sirevanac)
#### Post date: [September 7, 2026, 4:15pm UTC](https://qa.fmod.com/t/how-to-sync-two-events/24499/3 "2026-09-07T16:15:03Z")

</div>

100% what I needed. Sounds spectacular. Thank you so much Leah!
