>>Maybe it isn't something that I should be overly concerned about in game....even so i come back to the old problem of how to stop one wav one and go into the next at a any given time. It's such a pain to get it to not cut off instantly. << >>I'm using secondary segments containing CC Track volume fades for all my track switching. Wouldn't that do what you need? << Just to clarify what I meant here - if you want to stop SegA at the next measure and start SegB but you want an overlap between the two, you can trigger SegAFadeOut AtMeasure which contains a CC Track on the relevant pChannel to do a short fade out and a script track with a stopper for SegA after however long your fade is. If you play SegB AtMeasure as well you should get your overlap. The track in SegB needs to be on a different pChannel of course and I suppose that they would need to be Secondary Segments for this to work, but that shouldn't be a problem. All my streaming wav Segments are Secondary Segments running on top of a Primary Segment that just has the Chord track and a few other bits and pieces.