# Loop sound on/off

**URL:** <https://qa.fmod.com/t/loop-sound-on-off/19731>\
**Category:** FMOD Engine\
**Created:** [January 12, 2023, 4:43pm UTC](https://qa.fmod.com/t/loop-sound-on-off/19731 "2023-01-12T16:43:10Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![SeditQui](https://avatars.discourse-cdn.com/v4/letter/s/9fc29f/32.png) [@SeditQui](https://qa.fmod.com/u/SeditQui)\
**Post date:** [January 12, 2023, 4:43pm UTC](https://qa.fmod.com/t/loop-sound-on-off/19731/1 "2023-01-12T16:43:11Z")

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Hi,

Using FMOD core in a c++ game project.

When loading a level all required SFX (ogg) are preloaded using:  
\_system-\>createSound(filePath, FMOD\_DEFAULT , &exinfo, &sound);

What is the difference between:

- using FMOD\_LOOP\_NORMAL + channel setLoopCount(0)
- using FMOD\_LOOP\_OFF

Some sounds need to be looped, but I’m thinking if there is any reason for not just loading all sounds with FMOD\_LOOP\_NORMAL and setting LoopCount when needed? Thanks!

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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 13, 2023, 3:28am UTC](https://qa.fmod.com/t/loop-sound-on-off/19731/2 "2023-01-13T03:28:02Z")

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Hi,

There’s no functional difference between your two stated examples. Both will cause a sound to play as a one-shot, and as such there shouldn’t be any reason to not just create all sounds with FMOD\_LOOP\_NORMAL.

The only difference worth noting when compared to creating a sound with FMOD\_LOOP\_OFF is that there’s a gap between sound creation and calling `Channel::setLoopCount`, though this is unlikely to have an effect unless you’re doing things to the sound after creation but before setting the loop count.

Hope this helps!

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<div class="post-metadata">

**Author:** ![SeditQui](https://avatars.discourse-cdn.com/v4/letter/s/9fc29f/32.png) [@SeditQui](https://qa.fmod.com/u/SeditQui)\
**Post date:** [January 13, 2023, 9:03am UTC](https://qa.fmod.com/t/loop-sound-on-off/19731/3 "2023-01-13T09:03:01Z")

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Perfect, thanks!
