# UE5 - Background music areas stop after 10-20 minutes

**URL:** https://qa.fmod.com/t/ue5-background-music-areas-stop-after-10-20-minutes/19322
**Category:** Unreal Engine
**Created:** [September 27, 2022, 12:23pm UTC](https://qa.fmod.com/t/ue5-background-music-areas-stop-after-10-20-minutes/19322 "2022-09-27T12:23:51Z")
**Posts on this page:** 4
**Page:** 1

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### Author: ![futureport82](https://avatars.discourse-cdn.com/v4/letter/f/ecc23a/32.png) [@futureport82](https://qa.fmod.com/u/futureport82)
#### Post date: [September 27, 2022, 12:23pm UTC](https://qa.fmod.com/t/ue5-background-music-areas-stop-after-10-20-minutes/19322/1 "2022-09-27T12:23:51Z")

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Hi everyone-  
I’ve searched for similar issues, but none seem to quite capture my issue.

I’m creating a virtual theme park, and as such I need to have a bunch of individual speakers (about 330 in total) that are synchronized for each “land” for background music. I’m using a transceiver in FMOD, and that part is working wonderfully.

I’m noticing, however, that after 10-20 minutes or so, some audio sources stop entirely. If I continue, I believe that all sources gradually turn off.

I assume this is because too many are playing simultaneously, but I’m unsure if I should try to cull the Senders or the Receivers? Or if I’m just totally wrong on what the issue may be. I have each audio track set to loop in FMOD Studio, and infinite instances.

I currently have all the BGM within an FMOD Blueprint, saved in the same level. I was going to have a separate load/unload blueprint at the entrances of each land to deactivate the Receivers, but I wasn’t sure if that would help anything.

Really appreciate any help, and thanks!

Specs: PC / Windows 10 / Ryzen 3900x / GeForce RTX 3070

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### Author: ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)
#### Post date: [September 29, 2022, 7:01am UTC](https://qa.fmod.com/t/ue5-background-music-areas-stop-after-10-20-minutes/19322/2 "2022-09-29T07:01:06Z")

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Hi,

Try profiling a play session to help understand what is going on. To enable profiling you’ll have to turn on `Live Update` in your FMOD Plugin settings:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/2/2a3d0f63aff6171bd5f745d45a4ca7f2310fa112.png)

With the Unreal Editor running make sure the `Live Update` option is turned on. This is found along the bottom of your FMOD Studio Window:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/f/f831cee773ce9c9aac4fd985d2fdcc1aa6f1c28c.png)

Then open the `Profiler` window in FMOD Studio by clicking `Window -> Profiler` from the toolbar and recording a new session. This will provide valuable information about what is happening in the FMOD API.

Hope this helps!

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### Author: ![futureport82](https://avatars.discourse-cdn.com/v4/letter/f/ecc23a/32.png) [@futureport82](https://qa.fmod.com/u/futureport82)
#### Post date: [September 29, 2022, 10:18am UTC](https://qa.fmod.com/t/ue5-background-music-areas-stop-after-10-20-minutes/19322/3 "2022-09-29T10:18:13Z")

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Hi Connor-  
Thanks for that.  
I think the issue is actually quite a bit weirder than I expected. When I have a transceiver, the audio itself does not loop. I just never noticed it before because my shortest audio tracks are several minutes long, up to a half hour.

I have the track in the Send set to loop, and the Send and receive are set to persistent with infinite instances.

I created a separate non-transceiver event and the track looped without issue.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/b1582651f76c9b32f76410c31076499f37d5113e.png)

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<div class="post-metadata">

### Author: ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)
#### Post date: [October 3, 2022, 12:52am UTC](https://qa.fmod.com/t/ue5-background-music-areas-stop-after-10-20-minutes/19322/4 "2022-10-03T00:52:30Z")

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Are the events not looping in Studio as well or only in Unreal?  
When I tested Transceivers with shorter audio and it would continue to loop for me. Could you test with shorter audio and see if the issue persists?
