# Working with scene load

**URL:** <https://qa.fmod.com/t/working-with-scene-load/23741>\
**Category:** Unity\
**Created:** [December 1, 2025, 10:40pm UTC](https://qa.fmod.com/t/working-with-scene-load/23741 "2025-12-01T22:40:22Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![li\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/li_fmod/32/6577_2.png) [@li\_fmod](https://qa.fmod.com/u/li_fmod)\
**Post date:** [December 3, 2025, 11:32pm UTC](https://qa.fmod.com/t/working-with-scene-load/23741/2 "2025-12-03T23:32:43Z")

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Hi,

Thank you for sharing the information!

> [@reinhardt92](#):
>
> A quick question: what would be the best strategy to “persist” a oneshot sound across scenes?

For one shots that need to continue playing across scene loads, the safest approach is to [create the EventInstance](https://www.fmod.com/docs/2.03/unity/api-runtimemanager.html#createinstance) manually (instead of relying on a StudioEventEmitter on a scene object) and let it live in a DontDestroyOnLoad manager. Once started, the instance will keep playing until it finishes, even if Unity loads a new scene.

> [@reinhardt92](#):
>
> Also, I’m always getting the log warning **[FMOD] SoundSourceInstrumentInstance::startChannelIfReady : Loading delay exceeded, sound may play at incorrect time** when dealing with both events.
> 
> Any ideas what I might be doing wrong?

This usually means the sample data wasn’t fully loaded when the instruments triggered. Could you please double check that the assets aren’t set to Stream, and that Preload Sample Data is enabled on the events?

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/7/745fd60552e4baecca61c09f2392f9c7179ebbc1.png)

Some related suggestions are also mentioned in this thread , does any of those help in your case?

> [@Assigning Event Paths at Runtime?](https://qa.fmod.com/t/assigning-event-paths-at-runtime/22970/4):
>
> Thank you for the additional information. Would [Unity Integration | Scripting API Reference - RuntimeManager::PathToEventReference()](https://fmod.com/docs/2.02/unity/api-runtimemanager.html#pathtoeventreference) work? It can be used like so: emitter = GetComponent\<FMODUnity.StudioEventEmitter\>(); emitter.EventReference = FMODUnity.RuntimeManager.PathToEventReference("event:/Music/Level 01"); emitter.Play(); This would still allow you to use the paths to create and play events using an emitter. Hope this helps

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