# FMOD Engine

**URL:** https://qa.fmod.com/c/fmodapi/6.md?no_subcategories=false&page=13

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**Page:** 14

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## [About the libs of very old FMOD Ex 4.13.4](https://qa.fmod.com/t/about-the-libs-of-very-old-fmod-ex-4-13-4/21166)

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**Author:** [@hotoras](https://qa.fmod.com/u/hotoras)\
**Replies:** 1\
**Last updated:** [January 29, 2024, 10:44pm UTC](https://qa.fmod.com/t/about-the-libs-of-very-old-fmod-ex-4-13-4/21166 "2024-01-29T22:44:00Z")

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Hello! Lately I’m working on a program which uses the very old version of FMOD, specifically FMOD Ex version 4.13.4 from the year of 2007. However, I happen to only have fmodex.dll (version got from that dll), so I can…

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## [Player looking for latest Fmod Ex library](https://qa.fmod.com/t/player-looking-for-latest-fmod-ex-library/21159)

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**Author:** [@AlonzoTG](https://qa.fmod.com/u/AlonzoTG)\
**Replies:** 0\
**Last updated:** [January 27, 2024, 7:50pm UTC](https://qa.fmod.com/t/player-looking-for-latest-fmod-ex-library/21159 "2024-01-27T19:50:57Z")

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Hey, I’m a player trying to nurse an old game back to health. I was playing it the other day and the audio engine crashed mid-game. I was wondering if I could smuggle in a new version of the fmod EX library. The existing…

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## [Click sound heard during start of programmer instrument and end?](https://qa.fmod.com/t/click-sound-heard-during-start-of-programmer-instrument-and-end/21142)

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**Author:** [@appliedalchemy](https://qa.fmod.com/u/appliedalchemy)\
**Replies:** 1\
**Last updated:** [January 23, 2024, 11:46pm UTC](https://qa.fmod.com/t/click-sound-heard-during-start-of-programmer-instrument-and-end/21142 "2024-01-23T23:46:51Z")

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I have a pretty basic FMOD Studio Event that uses a Programmer Instrument loaded at runtime. I hear clicks at the start and end of the programmer instrument sound’s playback. I’ve seen notes about speed and audio settin…

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## [Playing sounds on existing Bus](https://qa.fmod.com/t/playing-sounds-on-existing-bus/21144)

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**Author:** [@ahaffner](https://qa.fmod.com/u/ahaffner)\
**Replies:** 1\
**Last updated:** [January 23, 2024, 1:58pm UTC](https://qa.fmod.com/t/playing-sounds-on-existing-bus/21144 "2024-01-23T13:58:38Z")

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Hey there, We’re having an issue with a rework we’re doing to our voice chat system that’s playing programmatically created sounds. We have a system in place that’s creating sounds, feeding data, and playing them direct…

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## [Popping sound when adding/removing custom dsp from EventInstance](https://qa.fmod.com/t/popping-sound-when-adding-removing-custom-dsp-from-eventinstance/21117)

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**Author:** [@PianoBoy](https://qa.fmod.com/u/PianoBoy)\
**Replies:** 1\
**Last updated:** [January 23, 2024, 12:13am UTC](https://qa.fmod.com/t/popping-sound-when-adding-removing-custom-dsp-from-eventinstance/21117 "2024-01-23T00:13:41Z")

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Hello! I’m trying to add and remove custom dsps from an EventInstance, and it’s working fine except for a weird “pop” sound that plays when the dsp is added or removed. I couldn’t figure out how to get rid of this noise.…

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## [ArmV6 HardFloat support](https://qa.fmod.com/t/armv6-hardfloat-support/21138)

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**Author:** [@el\_pombo](https://qa.fmod.com/u/el_pombo)\
**Replies:** 2\
**Last updated:** [January 22, 2024, 11:51pm UTC](https://qa.fmod.com/t/armv6-hardfloat-support/21138 "2024-01-22T23:51:22Z")

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Hi all. I have downloaded the latest FMOD Engine Linux Libraries (2.02.20). In earlier versions there was an armhf folder with compatible libraries that compiled and ran with armV6 hf processors. This folder no longer e…

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## [How to use more than 8 Listeners](https://qa.fmod.com/t/how-to-use-more-than-8-listeners/18168)

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**Author:** [@1737723363](https://qa.fmod.com/u/1737723363)\
**Replies:** 8\
**Last updated:** [January 22, 2024, 12:07am UTC](https://qa.fmod.com/t/how-to-use-more-than-8-listeners/18168 "2024-01-22T00:07:26Z")

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In my project, I want to use more than 8 Listeners (because of some special requirements, I do need more Listeners), is there a way to do it without considering performance, But FMOD limits me to only 8 Listeners.

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## [Studio::EventInstance::getPlaybackState() crashes on invalid instance](https://qa.fmod.com/t/studio-getplaybackstate-crashes-on-invalid-instance/21130)

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**Author:** [@mca2](https://qa.fmod.com/u/mca2)\
**Replies:** 1\
**Last updated:** [January 20, 2024, 11:54pm UTC](https://qa.fmod.com/t/studio-getplaybackstate-crashes-on-invalid-instance/21130 "2024-01-20T23:54:45Z")

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Despite that the reference manual states If the instance is invalid, then the state will be set to \[FMOD\_STUDIO\_PLAYBACK\_STOPPED\] Studio API Reference It crashes for me. To illustrate I slightly modified the shipped…

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## [Difficulties with manually adding and removing dsps](https://qa.fmod.com/t/difficulties-with-manually-adding-and-removing-dsps/21116)

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**Author:** [@PianoBoy](https://qa.fmod.com/u/PianoBoy)\
**Replies:** 1\
**Last updated:** [January 18, 2024, 6:33pm UTC](https://qa.fmod.com/t/difficulties-with-manually-adding-and-removing-dsps/21116 "2024-01-18T18:33:29Z")

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Hello there! I’ve been developing some tools for Celeste modders to easily add/remove dsp effects to/from the various events that play in the background of the game. I’ve made two “triggers”, an Add/Remove Effect trigger…

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## [FFT Support in HTML5 non-reduced FMOD?](https://qa.fmod.com/t/fft-support-in-html5-non-reduced-fmod/21056)

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**Author:** [@aishi1](https://qa.fmod.com/u/aishi1)\
**Replies:** 5\
**Last updated:** [January 16, 2024, 2:34pm UTC](https://qa.fmod.com/t/fft-support-in-html5-non-reduced-fmod/21056 "2024-01-16T14:34:16Z")

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Hello, I’m making a web app with the HTML5 wasm version of FMOD 2.02.19 and was wondering if FFT DSP is supported in the non-reduced version? Using the logging version, whenever I get the spectrum data, length and numcha…

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## [Link time error for System::getCPUUsage on v2.02.19](https://qa.fmod.com/t/link-time-error-for-system-getcpuusage-on-v2-02-19/20979)

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**Author:** [@ChristopheBronner](https://qa.fmod.com/u/ChristopheBronner)\
**Replies:** 4\
**Last updated:** [January 15, 2024, 8:10pm UTC](https://qa.fmod.com/t/link-time-error-for-system-getcpuusage-on-v2-02-19/20979 "2024-01-15T20:10:54Z")

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Referencing FMOD::System::getCPUUsage(FMOD\_CPU\_USAGE\*) fails with a link-time error. Building for iOS 17.0.1 using Xcode 15. Note that we are using it so I can’t just comment it out of the header. I’m using an XCFramewo…

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## [How do I create pitch detection?](https://qa.fmod.com/t/how-do-i-create-pitch-detection/21093)

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**Author:** [@PooCluster](https://qa.fmod.com/u/PooCluster)\
**Replies:** 2\
**Last updated:** [January 15, 2024, 3:34am UTC](https://qa.fmod.com/t/how-do-i-create-pitch-detection/21093 "2024-01-15T03:34:04Z")

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Hello! For context, I’m using FMOD Core API in my C++ project. It seems FMOD has microphone capabilities, but I honestly don’t know where to start. Basically, I want to detect/connect to a microphone, read real time inp…

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## [Reading mp3 Sound data as PCM samples?](https://qa.fmod.com/t/reading-mp3-sound-data-as-pcm-samples/21069)

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**Author:** [@aishi1](https://qa.fmod.com/u/aishi1)\
**Replies:** 3\
**Last updated:** [January 9, 2024, 6:24am UTC](https://qa.fmod.com/t/reading-mp3-sound-data-as-pcm-samples/21069 "2024-01-09T06:24:08Z")

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Is there a way to read PCM data from an FMOD::Sound loaded with compressed bitstream type, such as an mp3 or ogg? I tried setting the PCM read callback on System::createSound, but it doesn’t seem to fire in HTML FMOD re…

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## [Created EventInstance's ChannelGroup has 0 channels](https://qa.fmod.com/t/created-eventinstances-channelgroup-has-0-channels/21057)

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**Author:** [@PianoBoy](https://qa.fmod.com/u/PianoBoy)\
**Replies:** 4\
**Last updated:** [January 4, 2024, 9:10pm UTC](https://qa.fmod.com/t/created-eventinstances-channelgroup-has-0-channels/21057 "2024-01-04T21:10:27Z")

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I’m trying to make a thing in c# that displays the wave of a sound (like a sine/saw/square wave, idk if there’s a name for that type of thing). I’m working with Celeste’s game engine so I’m restricted to using FMOD versi…

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## [Release DSP Memory](https://qa.fmod.com/t/release-dsp-memory/21036)

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**Author:** [@SeditQui](https://qa.fmod.com/u/SeditQui)\
**Replies:** 5\
**Last updated:** [January 4, 2024, 11:05am UTC](https://qa.fmod.com/t/release-dsp-memory/21036 "2024-01-04T11:05:16Z")

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Hi, I am having an issue with releasing DSP. When playing a sound and creating a channel I create a DSP like this: FMOD::DSP \*dsp = 0; \_system-\>createDSPByType(FMOD\_DSP\_TYPE\_PITCHSHIFT, &dsp); dsp-\>setParameterFloat(F…

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## [\[RESOLVED\] Custom file system prematurely decides on bad file](https://qa.fmod.com/t/resolved-custom-file-system-prematurely-decides-on-bad-file/21047)

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**Author:** [@khhs](https://qa.fmod.com/u/khhs)\
**Replies:** 1\
**Last updated:** [January 2, 2024, 11:06am UTC](https://qa.fmod.com/t/resolved-custom-file-system-prematurely-decides-on-bad-file/21047 "2024-01-02T11:06:12Z")

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Hi! I’m working on implementing FMOD into a custom engine of mine that I’ve been writing in C#. So far everything has been working just fine, until I decided to try implementing custom filesystem callbacks for loading/w…

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## [After playing a sound too many times it stopps being audible](https://qa.fmod.com/t/after-playing-a-sound-too-many-times-it-stopps-being-audible/21028)

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**Author:** [@ghostfire042](https://qa.fmod.com/u/ghostfire042)\
**Replies:** 5\
**Last updated:** [January 1, 2024, 10:38pm UTC](https://qa.fmod.com/t/after-playing-a-sound-too-many-times-it-stopps-being-audible/21028 "2024-01-01T22:38:00Z")

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In my engine, i implemented a very crude fmod core implementation that plays sounds on either a music or fx channel group, however upon testing some mouse click events and using it to play a sound, i noticed that after a…

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## [Bank Loaded Callback in HTML5](https://qa.fmod.com/t/bank-loaded-callback-in-html5/21034)

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**Author:** [@skymen](https://qa.fmod.com/u/skymen)\
**Replies:** 1\
**Last updated:** [January 1, 2024, 10:31pm UTC](https://qa.fmod.com/t/bank-loaded-callback-in-html5/21034 "2024-01-01T22:31:42Z")

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Hi, In the Manual you say the following Bank loading can be controlled with the FMOD\_STUDIO\_LOAD\_BANK\_FLAGS. When loading banks with FMOD\_STUDIO\_LOAD\_BANK\_NORMAL, the function will not return until the bank has comple…

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## [FMOD js doesn't respect strict mode](https://qa.fmod.com/t/fmod-js-doesnt-respect-strict-mode/19947)

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**Author:** [@skymen](https://qa.fmod.com/u/skymen)\
**Replies:** 3\
**Last updated:** [December 26, 2023, 11:30pm UTC](https://qa.fmod.com/t/fmod-js-doesnt-respect-strict-mode/19947 "2023-12-26T23:30:28Z")

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I’ve started using FMOD recently to implement it into my game, but I found that the file fmodstudio.js for the WASM implementation doesn’t respect strict mode, and overall has a bunch of weird and inconsistent things in …

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## [How to obtain the audio format of FSB files](https://qa.fmod.com/t/how-to-obtain-the-audio-format-of-fsb-files/20981)

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**Author:** [@wbx](https://qa.fmod.com/u/wbx)\
**Replies:** 4\
**Last updated:** [December 22, 2023, 2:15am UTC](https://qa.fmod.com/t/how-to-obtain-the-audio-format-of-fsb-files/20981 "2023-12-22T02:15:34Z")

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I have loaded an FSB file in C++, and I’m trying to determine the encoding format of the Sounds it contains. However, all types are indicated as FSB format, which is not the Vorbis or PCM format I chose during packaging.…

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## [Volume slider issue](https://qa.fmod.com/t/volume-slider-issue/20774)

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**Author:** [@RobbieHart](https://qa.fmod.com/u/RobbieHart)\
**Replies:** 11\
**Last updated:** [December 18, 2023, 3:54am UTC](https://qa.fmod.com/t/volume-slider-issue/20774 "2023-12-18T03:54:22Z")

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There are strange inconsistencies in the volume sliders that my programmer has made. Video here: FrankenStorm\_h4rB5u5fX6.mp4 In FMOD, I simply have made several VCA sliders and routed the group channels to these VCA’s. …

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## [Using a 3D reverb with a fixed listener position](https://qa.fmod.com/t/using-a-3d-reverb-with-a-fixed-listener-position/20965)

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**Author:** [@jbandhauer](https://qa.fmod.com/u/jbandhauer)\
**Replies:** 5\
**Last updated:** [December 17, 2023, 11:30pm UTC](https://qa.fmod.com/t/using-a-3d-reverb-with-a-fixed-listener-position/20965 "2023-12-17T23:30:09Z")

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Hello, I am using FMOD Core / c++, and I am using the object spatializer (FMOD\_DSP\_TYPE\_OBJECTPAN) to set the position of the sound source. The listener position is fixed in my case. Now I would like to use a 3D reverb…

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## [Sounds still accessible after bank has been unloaded](https://qa.fmod.com/t/sounds-still-accessible-after-bank-has-been-unloaded/20916)

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**Author:** [@Alexgreen3](https://qa.fmod.com/u/Alexgreen3)\
**Replies:** 6\
**Last updated:** [December 15, 2023, 10:55am UTC](https://qa.fmod.com/t/sounds-still-accessible-after-bank-has-been-unloaded/20916 "2023-12-15T10:55:03Z")

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Hi, we’re having an issue where a previously loaded bank can still play some sounds even after it has been unloaded. We found this problem because we accidentally had an emitter in a scene playing an event that wasn’t i…

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## [Version of SystemI::init shown in debug logfile](https://qa.fmod.com/t/version-of-systemi-init-shown-in-debug-logfile/20991)

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**Author:** [@jbandhauer](https://qa.fmod.com/u/jbandhauer)\
**Replies:** 2\
**Last updated:** [December 15, 2023, 6:52am UTC](https://qa.fmod.com/t/version-of-systemi-init-shown-in-debug-logfile/20991 "2023-12-15T06:52:04Z")

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I just did an update from FMOD Core / c++ from version 20217 to 20220 and wanted to check if the update succeded. The version in FMOD\_VERSION is correct (20220), although in the debug logfile SystemI::init still shows In…

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## [How to fade out a send effect?](https://qa.fmod.com/t/how-to-fade-out-a-send-effect/20982)

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**Author:** [@neocoregames](https://qa.fmod.com/u/neocoregames)\
**Replies:** 1\
**Last updated:** [December 14, 2023, 11:05pm UTC](https://qa.fmod.com/t/how-to-fade-out-a-send-effect/20982 "2023-12-14T23:05:27Z")

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Hello! We are using FMOD for the PS5 audio based vibrations and also the controller sound. We went the recommended path and used send effects and return buses to implement these features. They work great in most cases (…

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## [Custom DSP set data changes data for all instances](https://qa.fmod.com/t/custom-dsp-set-data-changes-data-for-all-instances/20983)

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**Author:** [@7thGHOST](https://qa.fmod.com/u/7thGHOST)\
**Replies:** 1\
**Last updated:** [December 13, 2023, 6:52pm UTC](https://qa.fmod.com/t/custom-dsp-set-data-changes-data-for-all-instances/20983 "2023-12-13T18:52:50Z")

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Hi. I’ve been working on this custom DSP, that takes two .wav files in. Then we process the data to play it as a granular synthesizer for vehicle engine sound. Everything is right until we use multiple instances of thi…

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## [OpenHarmony: system-\>playSound(...) return FMOD\_OK but no sound](https://qa.fmod.com/t/openharmony-system-playsound-return-fmod-ok-but-no-sound/20967)

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**Author:** [@Minovate](https://qa.fmod.com/u/Minovate)\
**Replies:** 8\
**Last updated:** [December 12, 2023, 5:26am UTC](https://qa.fmod.com/t/openharmony-system-playsound-return-fmod-ok-but-no-sound/20967 "2023-12-12T05:26:44Z")

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Hi, I’m using the Beta2 version for OpenHarmony, and there are no runtime exceptions. The result of system-\>playSound(…) is FMOD\_OK, but no sound can be heard. Does anyone have some clues ? Thanks very much!

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## [IOS 17 - SLOW LOADING SOUNDS - createSound](https://qa.fmod.com/t/ios-17-slow-loading-sounds-createsound/20948)

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**Author:** [@fabegalo](https://qa.fmod.com/u/fabegalo)\
**Replies:** 4\
**Last updated:** [December 12, 2023, 4:09am UTC](https://qa.fmod.com/t/ios-17-slow-loading-sounds-createsound/20948 "2023-12-12T04:09:36Z")

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FMOD\_MANAGER-\>system-\>createSound( path.c\_str(), (loop ? FMOD\_LOOP\_NORMAL : FMOD\_DEFAULT) | FMOD\_LOWMEM | FMOD\_IGNORETAGS, nullptr, &sound) In this call af…

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## [Windows sound mixer doesn't completely mute audio](https://qa.fmod.com/t/windows-sound-mixer-doesnt-completely-mute-audio/20966)

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**Author:** [@roger.schoellgen](https://qa.fmod.com/u/roger.schoellgen)\
**Replies:** 1\
**Last updated:** [December 12, 2023, 3:46am UTC](https://qa.fmod.com/t/windows-sound-mixer-doesnt-completely-mute-audio/20966 "2023-12-12T03:46:33Z")

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FMOD Studio API Version: 2.02.18 Hello, I recently integrated FMOD and added simple code to play an event for background music. I attempted to mute my game through the Windows Sound Mixer on the OS, which did decrease t…

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## [In-game audio playback shows quality loss compared to the source file](https://qa.fmod.com/t/in-game-audio-playback-shows-quality-loss-compared-to-the-source-file/20954)

<div class="topic-metadata">

**Author:** [@taotluo](https://qa.fmod.com/u/taotluo)\
**Replies:** 3\
**Last updated:** [December 12, 2023, 1:42am UTC](https://qa.fmod.com/t/in-game-audio-playback-shows-quality-loss-compared-to-the-source-file/20954 "2023-12-12T01:42:00Z")

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In-game audio playback shows quality loss compared to the source file. It occurs mainly in the 5-15K frequencies. I’ve tried switching resampling as well as using different formats of audio files (MP3 and WAV), but the p…

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