# FMOD Studio

**URL:** https://qa.fmod.com/c/fmodstudio/5.md?no_subcategories=false&page=120

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**Page:** 121

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## [FMOD\_INIT\_PROFILE\_ENABLE running on PSVita](https://qa.fmod.com/t/fmod-init-profile-enable-running-on-psvita/12672)

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**Author:** [@Dismiss](https://qa.fmod.com/u/Dismiss)\
**Replies:** 1\
**Last updated:** [August 29, 2016, 10:00pm UTC](https://qa.fmod.com/t/fmod-init-profile-enable-running-on-psvita/12672 "2016-08-29T22:00:24Z")

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Note: I am using fmod studio 1.06.17 Is attaching with the profiler while running on an actual psvita device supported?

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## [Stop all sounds function?](https://qa.fmod.com/t/stop-all-sounds-function/12663)

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**Author:** [@tavis](https://qa.fmod.com/u/tavis)\
**Replies:** 2\
**Last updated:** [August 26, 2016, 8:43am UTC](https://qa.fmod.com/t/stop-all-sounds-function/12663 "2016-08-26T08:43:51Z")

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Does FMOD Studio have a ‘stop all sounds’ function, similar to Wwise? This would be really handy when returning to the menu for example.

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## [FMOD Studio Build Platforms](https://qa.fmod.com/t/fmod-studio-build-platforms/12639)

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**Author:** [@dinocooler](https://qa.fmod.com/u/dinocooler)\
**Replies:** 4\
**Last updated:** [August 26, 2016, 4:56am UTC](https://qa.fmod.com/t/fmod-studio-build-platforms/12639 "2016-08-26T04:56:33Z")

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I have found that two build platform settings (Desktop, Mobile) in FMOD Studio having the exact same settings (Stereo, Vorbis 37%) make different outputs. The banks built with Desktop setting are bigger in file size and…

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## [Cannot lower volume of nested event](https://qa.fmod.com/t/cannot-lower-volume-of-nested-event/12660)

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**Author:** [@andreaszecher](https://qa.fmod.com/u/andreaszecher)\
**Replies:** 3\
**Last updated:** [August 24, 2016, 7:40am UTC](https://qa.fmod.com/t/cannot-lower-volume-of-nested-event/12660 "2016-08-24T07:40:32Z")

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I have an issue in FMOD Studio (1.06.18) where lowering the volume of an event instance does not affect the volume of a nested event inside. This does only happen for one specific event, but I can’t determine the cause. …

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## [BUG? Can't drag asset from bank, must restart](https://qa.fmod.com/t/bug-cant-drag-asset-from-bank-must-restart/12647)

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**Author:** [@NateAustin](https://qa.fmod.com/u/NateAustin)\
**Replies:** 6\
**Last updated:** [August 18, 2016, 5:07am UTC](https://qa.fmod.com/t/bug-cant-drag-asset-from-bank-must-restart/12647 "2016-08-18T05:07:29Z")

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I apologize if this is the wrong place for this but: Description: FMOD Studio tool gets in a broken state where the user cannot drag assets from the audio bin. A Studio restart fixes the problem. STR: Open FMOD Studi…

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## [set3DSettings - DistanceFactor doesn't affect FMOD Studio events](https://qa.fmod.com/t/set3dsettings-distancefactor-doesnt-affect-fmod-studio-events/12657)

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**Author:** [@jvd](https://qa.fmod.com/u/jvd)\
**Replies:** 3\
**Last updated:** [August 18, 2016, 3:38am UTC](https://qa.fmod.com/t/set3dsettings-distancefactor-doesnt-affect-fmod-studio-events/12657 "2016-08-18T03:38:02Z")

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Is there a way to make “distancefactor” in… FMOD\_RESULT F\_API System::set3DSettings (float dopplerscale, float distancefactor, float rolloffscale); …affect FMOD Studio events? Or is this there a different way to do thi…

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## [FSBANK\_ERR\_ENCODER\_FILE\_NOTFOUND problem](https://qa.fmod.com/t/fsbank-err-encoder-file-notfound-problem/12659)

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**Author:** [@golghp](https://qa.fmod.com/u/golghp)\
**Replies:** 1\
**Last updated:** [August 17, 2016, 9:41pm UTC](https://qa.fmod.com/t/fsbank-err-encoder-file-notfound-problem/12659 "2016-08-17T21:41:29Z")

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Hi, I’m trying to build a bank. I’m importing two sound files with the .wav format. I’m choosing the encoding format to be FSBANK\_FORMAT\_MP3. But I’m getting the “FSBANK\_ERR\_ENCODER\_FILE\_NOTFOUND” error as the output o…

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## [FMOD sound bank, how to keep the compression applied on the sound.](https://qa.fmod.com/t/fmod-sound-bank-how-to-keep-the-compression-applied-on-the-sound/12652)

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**Author:** [@golghp](https://qa.fmod.com/u/golghp)\
**Replies:** 2\
**Last updated:** [August 17, 2016, 7:20pm UTC](https://qa.fmod.com/t/fmod-sound-bank-how-to-keep-the-compression-applied-on-the-sound/12652 "2016-08-17T19:20:50Z")

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Hi all, I’m having a sound bank in which I only import the sounds which have already been compressed (.mp3, .ogg ,…). I want to use an encode format which does not change this compression. Is using the PCM as the encode…

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## [Playing Event Stops Looping if Current Working Directory Changes](https://qa.fmod.com/t/playing-event-stops-looping-if-current-working-directory-changes/12655)

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**Author:** [@bignic](https://qa.fmod.com/u/bignic)\
**Replies:** 1\
**Last updated:** [August 17, 2016, 12:06am UTC](https://qa.fmod.com/t/playing-event-stops-looping-if-current-working-directory-changes/12655 "2016-08-17T00:06:15Z")

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Using: FMOD Studio 1.08.00 (build 73609) 64 bit Visual Studio Community 2015 - C++ Windows 7 The example projects are all up and running fine and I have used the code from them to start implementing my own. I have …

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## [FMOD Studio 1.08 compatibility with 1.07.05](https://qa.fmod.com/t/fmod-studio-1-08-compatibility-with-1-07-05/12437)

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**Author:** [@mongo](https://qa.fmod.com/u/mongo)\
**Replies:** 3\
**Last updated:** [August 15, 2016, 4:17am UTC](https://qa.fmod.com/t/fmod-studio-1-08-compatibility-with-1-07-05/12437 "2016-08-15T04:17:06Z")

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Hi there! We are working on sounds for a game using FMOD, obviously. For impractical but inevitable reasons, the computers where Unreal is used have FMOD 1.07.05 installed, while the sound designers have used 1.08. This…

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## [I cannot hear anything nor call GetPlaybackState](https://qa.fmod.com/t/i-cannot-hear-anything-nor-call-getplaybackstate/12649)

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**Author:** [@luisoncpp](https://qa.fmod.com/u/luisoncpp)\
**Replies:** 1\
**Last updated:** [August 15, 2016, 1:10am UTC](https://qa.fmod.com/t/i-cannot-hear-anything-nor-call-getplaybackstate/12649 "2016-08-15T01:10:28Z")

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Hi, I just implemented the fmod playback on my engine and I didn’t hear anything. I loaded the banks Master Bank.strings.bank and Character.bank from the examples , I created an instance of the event event:/Character/R…

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## [Xbox One Build - Error](https://qa.fmod.com/t/xbox-one-build-error/12646)

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**Author:** [@paulojgames](https://qa.fmod.com/u/paulojgames)\
**Replies:** 1\
**Last updated:** [August 11, 2016, 3:35pm UTC](https://qa.fmod.com/t/xbox-one-build-error/12646 "2016-08-11T15:35:48Z")

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Hi, We’re trying to build our Unity project for Xbox One and the application is showing the following errors after running the package on Xbox One: FMOD Error (ERR\_INTERNAL): An error occurred that wasn’t supposed to. …

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## [Quantization](https://qa.fmod.com/t/quantization/12637)

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**Author:** [@matthew.tracy](https://qa.fmod.com/u/matthew.tracy)\
**Replies:** 6\
**Last updated:** [August 11, 2016, 4:20am UTC](https://qa.fmod.com/t/quantization/12637 "2016-08-11T04:20:05Z")

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Sorry if this has been asked before, new to FMOD and I am trying to set up the music for the game. I have the trigger quantization set up for all of my music tracks and everything is triggering the way I want it to (base…

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## [Using Parameters to select diffrent audio tracks.](https://qa.fmod.com/t/using-parameters-to-select-diffrent-audio-tracks/12643)

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**Author:** [@iLLphiL](https://qa.fmod.com/u/iLLphiL)\
**Replies:** 1\
**Last updated:** [August 11, 2016, 2:14am UTC](https://qa.fmod.com/t/using-parameters-to-select-diffrent-audio-tracks/12643 "2016-08-11T02:14:44Z")

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So im sure this has been asked before, but i cant find the answer. In a nutshell we have a game that requires different BGM for level sections. Each section has an event created with the proper loop regions and setting…

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## [Making voice sound like GLaDOS from Portal - possible ?](https://qa.fmod.com/t/making-voice-sound-like-glados-from-portal-possible/12644)

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**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 1\
**Last updated:** [August 11, 2016, 2:09am UTC](https://qa.fmod.com/t/making-voice-sound-like-glados-from-portal-possible/12644 "2016-08-11T02:09:34Z")

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I wonder if it’s possible to make voice to sound like GLaDOS from Portal 1/2 (and I don’t mean 1:1 like GLaDOS, but rather like sci-fi computer AI similar to how GLaDOS sounds). Are there any tutorials about the subject…

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## [Crackling sound on Galaxy S4 (when using OpenSL)](https://qa.fmod.com/t/crackling-sound-on-galaxy-s4-when-using-opensl/12627)

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**Author:** [@sviudes](https://qa.fmod.com/u/sviudes)\
**Replies:** 7\
**Last updated:** [August 9, 2016, 6:38am UTC](https://qa.fmod.com/t/crackling-sound-on-galaxy-s4-when-using-opensl/12627 "2016-08-09T06:38:45Z")

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Using low level API on a Galaxy S4, and OpenSL output (I set output to Auto-detect), I get “patchy” sound. If I change the output to Audio Track, then sounds perfectly. Is it safe to use Audio Track output in all Android…

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## [Basic Fmod concepts](https://qa.fmod.com/t/basic-fmod-concepts/12636)

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**Author:** [@luisoncpp](https://qa.fmod.com/u/luisoncpp)\
**Replies:** 2\
**Last updated:** [August 9, 2016, 1:01am UTC](https://qa.fmod.com/t/basic-fmod-concepts/12636 "2016-08-09T01:01:46Z")

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Hi everyone, I was looking the documentation, but there are a lot of things that I don’t understand what they mean, like the events, I would like a document similar to this but for fmod: http://www.audiokinetic.com/down…

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## [Listing events in C API](https://qa.fmod.com/t/listing-events-in-c-api/12638)

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**Author:** [@luisoncpp](https://qa.fmod.com/u/luisoncpp)\
**Replies:** 1\
**Last updated:** [August 9, 2016, 12:49am UTC](https://qa.fmod.com/t/listing-events-in-c-api/12638 "2016-08-09T00:49:26Z")

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Hi, I’m just trying to list all the events in a bank but I’m receiving error 74 (I think it means FMOD\_ERR\_EVENT\_NOTFOUND), my code is this: ret=FMOD\_Studio\_Bank\_GetEventCount(bank, &count); …

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## [FMOD Studio and CoronaSDK integration.](https://qa.fmod.com/t/fmod-studio-and-coronasdk-integration/12626)

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**Author:** [@Sashsvoy](https://qa.fmod.com/u/Sashsvoy)\
**Replies:** 1\
**Last updated:** [August 8, 2016, 12:47am UTC](https://qa.fmod.com/t/fmod-studio-and-coronasdk-integration/12626 "2016-08-08T00:47:54Z")

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I’d like to know whether it’s possible to integrate FMOD Studio with Corona SDK.

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## [Question about the interface of Studio::Bus::setMute](https://qa.fmod.com/t/question-about-the-interface-of-studio-setmute/12628)

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**Author:** [@allm3](https://qa.fmod.com/u/allm3)\
**Replies:** 3\
**Last updated:** [August 8, 2016, 12:37am UTC](https://qa.fmod.com/t/question-about-the-interface-of-studio-setmute/12628 "2016-08-08T00:37:35Z")

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Hi all, when I call the interface of Studio::bus::setMute, it’s really return with the result of “FMOD\_OK”, but it’s not valid in fact . The sounds is playing as well. By the way, it’s can also to call “createInstance” a…

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## [lose sound after answer a call](https://qa.fmod.com/t/lose-sound-after-answer-a-call/12629)

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**Author:** [@lxzsh2000](https://qa.fmod.com/u/lxzsh2000)\
**Replies:** 1\
**Last updated:** [August 8, 2016, 12:34am UTC](https://qa.fmod.com/t/lose-sound-after-answer-a-call/12629 "2016-08-08T00:34:16Z")

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i use fmod in my game app, when i play the game, somebody call , after i answer the call then return to play game, the app lose sound forever. how can i resvocer this…

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## [Example for the C Api](https://qa.fmod.com/t/example-for-the-c-api/12632)

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**Author:** [@luisoncpp](https://qa.fmod.com/u/luisoncpp)\
**Replies:** 1\
**Last updated:** [August 8, 2016, 12:13am UTC](https://qa.fmod.com/t/example-for-the-c-api/12632 "2016-08-08T00:13:38Z")

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Hi everyone, I’m going to use FMod win Mingw64, I read that I can use the DLLs directly without the import lib as long as I use the C api instead of the C++. I was checking in the examples folder of the API and all the …

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## [Pops and Clicks When Looping](https://qa.fmod.com/t/pops-and-clicks-when-looping/12429)

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**Author:** [@pitomenph](https://qa.fmod.com/u/pitomenph)\
**Replies:** 24\
**Last updated:** [August 8, 2016, 12:10am UTC](https://qa.fmod.com/t/pops-and-clicks-when-looping/12429 "2016-08-08T00:10:12Z")

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Hi guys. I’m new in this forum. I came here to make a question and i hope you answer because i can’t find a solution. So I have a looping ambient sound. The problem is that when make it loop i always hear a click or a p…

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## [Polyphony modified based on platform?](https://qa.fmod.com/t/polyphony-modified-based-on-platform/12622)

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**Author:** [@johnw009](https://qa.fmod.com/u/johnw009)\
**Replies:** 2\
**Last updated:** [August 3, 2016, 2:25am UTC](https://qa.fmod.com/t/polyphony-modified-based-on-platform/12622 "2016-08-03T02:25:50Z")

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Can the polyphony in the Instance Stealling be modified based on platform build? I can’t seem to find any info on it

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## [mixerSuspend / mixerResume not being called on Desktop Build](https://qa.fmod.com/t/mixersuspend-mixerresume-not-being-called-on-desktop-build/12621)

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**Author:** [@paulojgames](https://qa.fmod.com/u/paulojgames)\
**Replies:** 2\
**Last updated:** [August 2, 2016, 11:28am UTC](https://qa.fmod.com/t/mixersuspend-mixerresume-not-being-called-on-desktop-build/12621 "2016-08-02T11:28:45Z")

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Hi, I’ve noticed on the documentation that there are two functions to suspend/resume the mixer thread when the application window loses focus: https://www.fmod.org/docs/content/generated/FMOD\_System\_MixerResume.html h…

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## [using C++ code for importing files into the sound bank](https://qa.fmod.com/t/using-c-code-for-importing-files-into-the-sound-bank/12620)

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**Author:** [@golghp](https://qa.fmod.com/u/golghp)\
**Replies:** 3\
**Last updated:** [July 29, 2016, 2:25pm UTC](https://qa.fmod.com/t/using-c-code-for-importing-files-into-the-sound-bank/12620 "2016-07-29T14:25:14Z")

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Hi all, I’m currently working on a project and we are using FMOD as the sound API. We decided to always have compressed formats of the audio file. I’ll write the code in a way that whenever the user provides a file path…

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## [FMOD Sound Bank, input formats](https://qa.fmod.com/t/fmod-sound-bank-input-formats/12618)

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**Author:** [@golghp](https://qa.fmod.com/u/golghp)\
**Replies:** 3\
**Last updated:** [July 28, 2016, 12:28am UTC](https://qa.fmod.com/t/fmod-sound-bank-input-formats/12618 "2016-07-28T00:28:47Z")

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Hello, I have a project where I’m using FMOD. I have two types of sound in the project (Actually two different channel groups) which are music and effects. I’ve done a lot of research on which formats are the best to c…

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## [Unable to see input track in mixer window?](https://qa.fmod.com/t/unable-to-see-input-track-in-mixer-window/12080)

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**Author:** [@Juicyen1](https://qa.fmod.com/u/Juicyen1)\
**Replies:** 4\
**Last updated:** [July 27, 2016, 4:14am UTC](https://qa.fmod.com/t/unable-to-see-input-track-in-mixer-window/12080 "2016-07-27T04:14:30Z")

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I’m unable to see the event as an input in the mixer window. It shows up with an event icon next to it instead of "Input"and I’m unable to view it in Selected Buses. I can see the Group buses fine in “Selected Buses” but…

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## [Preview encoding quality right in Studio](https://qa.fmod.com/t/preview-encoding-quality-right-in-studio/12467)

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**Author:** [@liquidblasted](https://qa.fmod.com/u/liquidblasted)\
**Replies:** 2\
**Last updated:** [July 27, 2016, 1:15am UTC](https://qa.fmod.com/t/preview-encoding-quality-right-in-studio/12467 "2016-07-27T01:15:17Z")

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Is it possible (or maybe in next updates?) to preview encoding quality of sounds right is Studio, like in FMOD Designer? When you change the quality amount and auditioning the result immediately - it’s too hard to build …

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## [embed banks as resource files](https://qa.fmod.com/t/embed-banks-as-resource-files/12614)

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**Author:** [@Tom1](https://qa.fmod.com/u/Tom1)\
**Replies:** 1\
**Last updated:** [July 26, 2016, 1:18am UTC](https://qa.fmod.com/t/embed-banks-as-resource-files/12614 "2016-07-26T01:18:05Z")

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Hi, Is there any example available on how to include banks into the exe file as a resource in visual c++ ? Kind regards, Tom

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