# Looping sound disappears after some time.

**URL:** <https://qa.fmod.com/t/looping-sound-disappears-after-some-time/13762>\
**Category:** Unity\
**Created:** [March 15, 2018, 8:27am UTC](https://qa.fmod.com/t/looping-sound-disappears-after-some-time/13762 "2018-03-15T08:27:09Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![aletoivonen](https://avatars.discourse-cdn.com/v4/letter/a/7ea924/32.png) [@aletoivonen](https://qa.fmod.com/u/aletoivonen)\
**Post date:** [March 15, 2018, 8:27am UTC](https://qa.fmod.com/t/looping-sound-disappears-after-some-time/13762/1 "2018-03-15T08:27:09Z")

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We have an event instance that is a looping sound. After some time, the sound disappears, even though it has volume and is enabled. Setting the event priority to high didn’t help. I’m not 100% sure, but it feels like the sound disappears when there are multiple other sounds played in a short period of time. Does the buffer get overflown or something? How could I find the reason for this? I’ve tried using the debug overlay, but there are no significant spikes in CPU use or channel amount when this happens.

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [March 16, 2018, 12:26am UTC](https://qa.fmod.com/t/looping-sound-disappears-after-some-time/13762/2 "2018-03-16T00:26:53Z")

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Have you tried using the FMOD Studio Profiler?  
It can show you individual event information, like cpu/memory usage, lifetimes and much more.
