# No persistent event instance with callbacks?

**URL:** <https://qa.fmod.com/t/no-persistent-event-instance-with-callbacks/17801>\
**Category:** Unreal Engine\
**Created:** [October 14, 2021, 8:27pm UTC](https://qa.fmod.com/t/no-persistent-event-instance-with-callbacks/17801 "2021-10-14T20:27:17Z")\
**Posts on this page:** 1\
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**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [October 14, 2021, 8:27pm UTC](https://qa.fmod.com/t/no-persistent-event-instance-with-callbacks/17801/1 "2021-10-14T20:27:17Z")

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I’m working on a “dye and retry” kind of game, coded in blueprints, and at the moment we reload the level at each death. Which means the level is destroyed and recreated, thus I need some persistent data, which has to be stored in the game instance. Storing a FMOD event instance in the game instance works well and plays the music continuously across level reload. But the problem is that I need to use callbacks, **and callbacks are only available on FMOD components, and components are only available on actors, and actors are (by definition) placed in a level. So when the level is reloaded, the FMOD component is destroyed.**  
To summarize, it seems impossible to have a persistent FMOD event instance **with** callbacks…

Did I missed something? Is there a workaround? Maybe is it possible to retrieve FMOD callbacks from a C++ class, which is not an actor? (since actors are automatically affected to a map and destroyed with it)

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