The timeline runs on the game thread and sends real-time commands to the audio thread, such as "play the clip", "stop the clip", "loop the clip", and so forth. If looping is enabled on the clip and the timeline stops the clip too late (which can happen for a multitude of reasons) a small portion of the start of the clip may be played which causes a pop. The best solution we could come up with is to manually compute the amount of times that a clip should loop to mask the above described issue. This is done using the previously unused setLoopCount API on a sound channel in FMOD.