# Stop and release EventInstance on OnDestroy

**URL:** <https://qa.fmod.com/t/stop-and-release-eventinstance-on-ondestroy/14089>\
**Category:** Unity\
**Created:** [September 6, 2018, 2:01pm UTC](https://qa.fmod.com/t/stop-and-release-eventinstance-on-ondestroy/14089 "2018-09-06T14:01:07Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![abenedetti](https://avatars.discourse-cdn.com/v4/letter/a/cc9497/32.png) [@abenedetti](https://qa.fmod.com/u/abenedetti)\
**Post date:** [September 6, 2018, 2:01pm UTC](https://qa.fmod.com/t/stop-and-release-eventinstance-on-ondestroy/14089/1 "2018-09-06T14:01:07Z")

</div>

Hi,  
it’s possible that if an EventInstance is stopped and released inside a OnDestroy function of a MonoBehaviour, and the scene is unloaded with the UnloadSceneAsync function, the EventInstance is neither stopped and released?  
Using, for example, UnloadScene instead of UnloadSceneAsync, EventInstance stops and releases properly.  
Thanks.

---

<div class="post-metadata">

**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [September 13, 2018, 1:09am UTC](https://qa.fmod.com/t/stop-and-release-eventinstance-on-ondestroy/14089/2 "2018-09-13T01:09:16Z")

</div>

Hi Andrea,

I’m not able to reproduce your issue. I’m using FMOD Studio 1.10.08 and Unity 2017.1. When I use OnDestroy() with stop and release on events they are stopped.

Could you post some example code of how you’re doing this?

Thanks,  
Richard
