# Saving resources on sounds? (performance wise)

**URL:** <https://forum.babylonjs.com/t/saving-resources-on-sounds-performance-wise/7303>\
**Category:** Questions\
**Created:** [November 30, 2019, 1:53am UTC](https://forum.babylonjs.com/t/saving-resources-on-sounds-performance-wise/7303 "2019-11-30T01:53:29Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![i73](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/i73/32/3167_2.png) [@i73](https://forum.babylonjs.com/u/i73)\
**Post date:** [November 30, 2019, 1:53am UTC](https://forum.babylonjs.com/t/saving-resources-on-sounds-performance-wise/7303/1 "2019-11-30T01:53:29Z")

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After reading the source I still have two questions, I have a few sounds that I only use once in the game, is the proper way to unload them from memory to `.dispose()` them? I couldn’t find a unload function.

Also, what’s the best way to handle loading in sounds? Say my game has two levels, do I load them on demand (When transitioning to the second level) or am I fine with loading them `new BABYLON.Sound()` at the start of the game and just call `.Play()` on them?

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**Author:** ![sebavan](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/sebavan/32/57_2.png) [@sebavan](https://forum.babylonjs.com/u/sebavan)\
**Post date:** [November 30, 2019, 1:56am UTC](https://forum.babylonjs.com/t/saving-resources-on-sounds-performance-wise/7303/2 "2019-11-30T01:56:57Z")

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dispose() would be perfect to get your resources back and I usually load them first and only call play() once I need them to prevent network latency issues.
