# Play sounds independent of frame rate

**URL:** <https://qa.fmod.com/t/play-sounds-independent-of-frame-rate/17586>\
**Category:** Unity\
**Created:** [August 18, 2021, 1:49pm UTC](https://qa.fmod.com/t/play-sounds-independent-of-frame-rate/17586 "2021-08-18T13:49:06Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![SvenAhlgrimm](https://avatars.discourse-cdn.com/v4/letter/s/67e7ee/32.png) [@SvenAhlgrimm](https://qa.fmod.com/u/SvenAhlgrimm)\
**Post date:** [August 18, 2021, 1:49pm UTC](https://qa.fmod.com/t/play-sounds-independent-of-frame-rate/17586/1 "2021-08-18T13:49:06Z")

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Hi,

I’m working on a game in Unity.  
I’m looking for a way to play sounds independent of the frame rate like the [AudioSource.PlayScheduled](https://docs.unity3d.com/ScriptReference/AudioSource.PlayScheduled.html) function in unity.  
Is there a way to do that in FMOD?

Thanks!

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**Author:** ![mathew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/mathew/32/431_2.png) [@mathew](https://qa.fmod.com/u/mathew)\
**Post date:** [August 18, 2021, 10:11pm UTC](https://qa.fmod.com/t/play-sounds-independent-of-frame-rate/17586/2 "2021-08-18T22:11:57Z")

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It’s possible but only with the Core API, use [Channel::setDelays](https://fmod.com/resources/documentation-api?version=2.01&page=core-api-channelcontrol.html#channelcontrol_setdelay) to specify a start or end time for a Channel. The process is play a Sound paused, set the delays, then unpause to take effect.

For Studio Events, the timeline is sample accurate within an event, so trigger sounds or nested events on the timeline to get sample accurate stitching.

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<div class="post-metadata">

**Author:** ![SvenAhlgrimm](https://avatars.discourse-cdn.com/v4/letter/s/67e7ee/32.png) [@SvenAhlgrimm](https://qa.fmod.com/u/SvenAhlgrimm)\
**Post date:** [August 25, 2021, 1:42pm UTC](https://qa.fmod.com/t/play-sounds-independent-of-frame-rate/17586/3 "2021-08-25T13:42:48Z")

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That works. Thanks for the quick response!
