# Suggestion: steal release time

**URL:** https://qa.fmod.com/t/suggestion-steal-release-time/17144
**Category:** FMOD Studio
**Created:** [April 30, 2021, 11:54pm UTC](https://qa.fmod.com/t/suggestion-steal-release-time/17144 "2021-04-30T23:54:38Z")
**Posts on this page:** 1
**Showing post:** 4

<div class="post-metadata">

### 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: [September 15, 2021, 10:58am UTC](https://qa.fmod.com/t/suggestion-steal-release-time/17144/4 "2021-09-15T10:58:00Z")

</div>

> [@joseph](#):
>
> Stealing is so called because it allows you to “steal” one voice or event instance in order to use it for something new. Gradually fading out one event instance or voice while starting to play another isn’t stealing the old instance, but playing two instances simultaneously; no stealing takes place. Failing to steal an instance when it is necessary to strictly limit the number of instances would undermine stealing’s usefulness as a tool for resource management.

In fact, after thinking twice, I don’t really get the argument. I’ll explain myself. If stealing is a tool for resource management but always makes a pop by abruptly cutting the sound, then sound designers will mostly avoid to use it, but rather use it as a safety net (ideally never triggering).

Eventually, why not leave the trade off to the sound designer, between an instant and hard steal, or a delayed, smoothed steal (with a temporary stealing voice count overload)? It would greatly expand the usefulness of this tool, in my opinion. And, after all, Epic made that choice in UE native sound system.

---

_[View the full topic](https://qa.fmod.com/t/suggestion-steal-release-time/17144)._
