# Playing one FMOD::Sound object at the same time with multiple FMOD::Channel?

**URL:** <https://qa.fmod.com/t/playing-one-fmod-sound-object-at-the-same-time-with-multiple-fmod-channel/14504>\
**Category:** FMOD Engine\
**Created:** [March 30, 2019, 11:19am UTC](https://qa.fmod.com/t/playing-one-fmod-sound-object-at-the-same-time-with-multiple-fmod-channel/14504 "2019-03-30T11:19:07Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![SimonF](https://avatars.discourse-cdn.com/v4/letter/s/f08c70/32.png) [@SimonF](https://qa.fmod.com/u/SimonF)\
**Post date:** [March 30, 2019, 11:19am UTC](https://qa.fmod.com/t/playing-one-fmod-sound-object-at-the-same-time-with-multiple-fmod-channel/14504/1 "2019-03-30T11:19:07Z")

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So,

I’ve got for example, a lot of lanterns, that needs to play a looping ambient fire-sound effect.  
I’ve got one FMOD::Sound object for each sound effect currently.  
But I’ve noticed that only one of the fire-sounds are active at once. (the last created).

So I guess I have to make load a new FMOD::Sound object for EACH lantern?  
It seems a bit wrong, is there a better way to do it?  
I can’t find a clone() function of any kind. Which forces me to actually CreateSound() from file for each lantern. Which seems a bit weird to me.

Am missing something?

Thanks,  
Simon.

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**Author:** ![brett](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/brett/32/261_2.png) [@brett](https://qa.fmod.com/u/brett)\
**Post date:** [March 31, 2019, 1:07am UTC](https://qa.fmod.com/t/playing-one-fmod-sound-object-at-the-same-time-with-multiple-fmod-channel/14504/2 "2019-03-31T01:07:50Z")

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Are you using FMOD\_CREATESTREAM or System::createStream? Streams can only play one at a time.  
You should use FMOD\_CREATECOMPRESSEDSAMPLE or FMOD\_CREATESAMPLE if you want normal SFX that can play multiple times at once.
