# 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:** 6

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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 16, 2025, 10:52pm UTC](https://qa.fmod.com/t/working-with-scene-load/23741/6 "2025-12-16T22:52:32Z")

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Thanks for the update and sharing your solution here!

> [@reinhardt92](#):
>
> Should I pay attention to anything elseby following this approach?

If switching the asset [Loading Mode](https://www.fmod.com/docs/2.02/studio/managing-assets.html#loading-modes) to `Stream` resolved your issue, that makes sense.

Streaming assets are read from disk as needed, so FMOD doesn’t need the full sample data to be ready upfront. That said, streaming is generally best suited for longer assets (music/ambience) and cases where only a few instances play at once. For lots of short one-shots (e.g. ~0.2s footsteps), streaming can introduce disk I/O dependency, so it’s worth keeping an eye on it when profiling or testing on target platforms. There’s a useful discussing on when to use stream assets here : [When to stream assets and when not to - #2 by joseph](https://qa.fmod.com/t/when-to-stream-assets-and-when-not-to/21938/2)

Also, if you still run into the `Loading delay exceeded` warning in other cases, this thread may also help: [Loading delay exceeded warning when using Programmer Instrument and Audio Table - #2 by joseph](https://qa.fmod.com/t/loading-delay-exceeded-warning-when-using-programmer-instrument-and-audio-table/15737/2)

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