# Loading delay exceeded - even with preloaded sample data

**URL:** <https://qa.fmod.com/t/loading-delay-exceeded-even-with-preloaded-sample-data/22510>\
**Category:** Unity\
**Created:** [January 16, 2025, 12:24am UTC](https://qa.fmod.com/t/loading-delay-exceeded-even-with-preloaded-sample-data/22510 "2025-01-16T00:24:33Z")\
**Posts on this page:** 1\
**Showing post:** 10

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**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:** [January 31, 2025, 4:13am UTC](https://qa.fmod.com/t/loading-delay-exceeded-even-with-preloaded-sample-data/22510/10 "2025-01-31T04:13:13Z")

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Thanks again for the uploaded profiler session!

The Loading delay exceeded" warning is being caused by the fact that a number of events (i.e. “event:/SFX/Golf/Dolf Impact”) are playing assets with _extremely_ short lengths that are approaching the FMOD mixer’s block size, causing issues when FMOD attempts to schedule their playback. This is a benign warning, but if you want to remove it from your log, you have a few options:

- Very slightly increase the schedule delay on the event using `eventInstance->setProperty(FMOD_STUDIO_EVENT_PROPERTY_SCHEDULE_DELAY, 1024);`, which will increase the delay before the event plays by a tiny amount, but should stop the warning
- Modify the playing assets by somehow increasing their total length. This could be done by adding silence to the end, combining the short assets with the tail that plays afterwards, etc.
- Manually filter the warning yourself, likely by modifying `DEBUG_CALLBACK()` in `RuntimeManager.cs` similar to how it’s been done in this post for a different warning: [Adding signal DSP causes starvation - #7 by Leah\_FMOD](https://qa.fmod.com/t/adding-signal-dsp-causes-starvation/22011/7)

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_[View the full topic](https://qa.fmod.com/t/loading-delay-exceeded-even-with-preloaded-sample-data/22510)._
