Synch FMOD Machinegun event with shoot() method in unity weapon script

Thank you for your help so far. Lets say i manage to create a single shot event that chains up with a separate event for a tail Sound and this constellation sounds as accurate as my looping event. So far so good. But how do the two approaches compare in terms of performance? As far as i understand it for the looping approach i would need to instantiate only one fmod event for each full auto action, no matter How high the RPM count goes. For your approach wouldnt i need to create one instance for each individual shot? Depending on the weapons RPM this might easily go above 10 instance per second. Or am i misunderstanding something?