# Playing Events in order at sample-perfect times?

**URL:** https://qa.fmod.com/t/playing-events-in-order-at-sample-perfect-times/14494
**Category:** Unity
**Created:** [March 29, 2019, 12:00am UTC](https://qa.fmod.com/t/playing-events-in-order-at-sample-perfect-times/14494 "2019-03-29T00:00:54Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![efruchter-FL](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/efruchter-fl/32/901_2.png) [@efruchter-FL](https://qa.fmod.com/u/efruchter-FL)
#### Post date: [March 29, 2019, 12:00am UTC](https://qa.fmod.com/t/playing-events-in-order-at-sample-perfect-times/14494/1 "2019-03-29T00:00:54Z")

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Hello! Is it possible to play events scheduled and have them play back at sample-perfect times?

Usage: Playing several notes in a row, spaced an exact time apart, and have them play back perfectly.  
My previous approach is based on the 90fps update tick that Unity provides, with PlayOneShot. For example, a drum beat. The drumming sounds slightly out of time every once and a while.

Thanks!

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### Author: ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)
#### Post date: [March 29, 2019, 5:00am UTC](https://qa.fmod.com/t/playing-events-in-order-at-sample-perfect-times/14494/3 "2019-03-29T05:00:34Z")

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While we support playing back instruments within an event with sample-accurate timing, as of the time of writing (March of 2019) we do not support playing back large numbers of events with sample-accurate timing in Unity.
