# Calling a Function When a Collision Stops? (Arcade Physics)

**URL:** <https://phaser.discourse.group/t/calling-a-function-when-a-collision-stops-arcade-physics/6924>\
**Category:** Phaser 3\
**Created:** [July 12, 2020, 12:05pm UTC](https://phaser.discourse.group/t/calling-a-function-when-a-collision-stops-arcade-physics/6924 "2020-07-12T12:05:46Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Darko](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/darko/32/3335_2.png) [@Darko](https://phaser.discourse.group/u/Darko)\
**Post date:** [July 14, 2020, 11:10am UTC](https://phaser.discourse.group/t/calling-a-function-when-a-collision-stops-arcade-physics/6924/2 "2020-07-14T11:10:36Z")

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Hello, look at this thread, I think yannick or samme approach could be valid or helpful for you…

> [@Collision enter - exit event?](https://phaser.discourse.group/t/collision-enter-exit-event/1001):
>
> Is there any way to trigger a collision enter and exit callback? I want to trigger a sound when a user overlaps a gameobject. But I only want the sound to trigger when the user first overlaps the gameobject. As it stands now the sound is being triggered multiple times because the overlap method is being called for as long as the user is overlapping the gameobject (if that makes sense!).

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