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

**URL:** https://qa.fmod.com/t/synch-fmod-machinegun-event-with-shoot-method-in-unity-weapon-script/14402
**Category:** Unity
**Created:** [February 28, 2019, 11:48pm UTC](https://qa.fmod.com/t/synch-fmod-machinegun-event-with-shoot-method-in-unity-weapon-script/14402 "2019-02-28T23:48:07Z")
**Posts on this page:** 1
**Showing post:** 3

<div class="post-metadata">

### Author: ![Qianfulong](https://avatars.discourse-cdn.com/v4/letter/q/94ad74/32.png) [@Qianfulong](https://qa.fmod.com/u/Qianfulong)
#### Post date: [March 4, 2019, 4:41pm UTC](https://qa.fmod.com/t/synch-fmod-machinegun-event-with-shoot-method-in-unity-weapon-script/14402/3 "2019-03-04T16:41:46Z")

</div>

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?

---

_[View the full topic](https://qa.fmod.com/t/synch-fmod-machinegun-event-with-shoot-method-in-unity-weapon-script/14402)._
