# Unity

**URL:** https://qa.fmod.com/c/unity/7.md?page=21

[Latest](https://qa.fmod.com/latest.md) · [Categories](https://qa.fmod.com/categories.md) · [Tags](https://qa.fmod.com/tags.md)

**Page:** 22

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## [Problem with audio input in Android device (Galaxy S10)](https://qa.fmod.com/t/problem-with-audio-input-in-android-device-galaxy-s10/21651)

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**Author:** [@lingolooper](https://qa.fmod.com/u/lingolooper)\
**Replies:** 5\
**Last updated:** [June 7, 2024, 1:54am UTC](https://qa.fmod.com/t/problem-with-audio-input-in-android-device-galaxy-s10/21651 "2024-06-07T01:54:45Z")

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Hi there! We’ve run into a strange issue with a Samsung Galaxy S10 device. For some reason, RuntimeManager.CoreSystem.getRecordDriverInfo returns a channel count of 2 (stereo). Which shouldn’t be the case, as it doesn’t…

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## [Oculus Quest not recording audio if using Fmod](https://qa.fmod.com/t/oculus-quest-not-recording-audio-if-using-fmod/21691)

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**Author:** [@DedpulR6S](https://qa.fmod.com/u/DedpulR6S)\
**Replies:** 1\
**Last updated:** [June 7, 2024, 1:17am UTC](https://qa.fmod.com/t/oculus-quest-not-recording-audio-if-using-fmod/21691 "2024-06-07T01:17:31Z")

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We have implemented FMOD plugin in Unity for audio. The game functions well and sounds can be heard in HMD. However, as soon as i turn on screen recording in headset, the audio can no longer be heard. This issue was not …

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## [\[2.02.21\] Crash On Android - Unity 2022](https://qa.fmod.com/t/2-02-21-crash-on-android-unity-2022/21707)

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**Author:** [@q-amir](https://qa.fmod.com/u/q-amir)\
**Replies:** 1\
**Last updated:** [June 7, 2024, 12:56am UTC](https://qa.fmod.com/t/2-02-21-crash-on-android-unity-2022/21707 "2024-06-07T00:56:59Z")

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Hello, My Android app is crashing right after the Unity splash screen, I am using the Unity integration 2.02.21, the device is a Samsung Tab 8 running Android 13. I am using Unity 2022.3.18f1f1, compiling with IL2CPP, …

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## [\[FMOD\] ObjectLookup::get : Lookup failed for BusModel: {7032988f-7a69-4f88-967b-98833cadff1f}](https://qa.fmod.com/t/fmod-objectlookup-get-lookup-failed-for-busmodel-7032988f-7a69-4f88-967b-98833cadff1f/21700)

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**Author:** [@bigque](https://qa.fmod.com/u/bigque)\
**Replies:** 7\
**Last updated:** [June 6, 2024, 6:10am UTC](https://qa.fmod.com/t/fmod-objectlookup-get-lookup-failed-for-busmodel-7032988f-7a69-4f88-967b-98833cadff1f/21700 "2024-06-06T06:10:27Z")

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Hey, I all of sudden get the error \[FMOD\] ObjectLookup::get : Lookup failed for BusModel: {7032988f-7a69-4f88-967b-98833cadff1f} and I can no longer hear any sound in Unity. How do I resolve this ?

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## [Change Master Output from stereo to Mono](https://qa.fmod.com/t/change-master-output-from-stereo-to-mono/16879)

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**Author:** [@dafar](https://qa.fmod.com/u/dafar)\
**Replies:** 13\
**Last updated:** [June 4, 2024, 11:00am UTC](https://qa.fmod.com/t/change-master-output-from-stereo-to-mono/16879 "2024-06-04T11:00:46Z")

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Hi, I want to create a button in Unity to switch (toggle) between stereo and mono output. Is this possible via c#? Thanks! :slight\_smile:

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## [Preview FMOD events in Unity Editor](https://qa.fmod.com/t/preview-fmod-events-in-unity-editor/16486)

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**Author:** [@facaelectrica](https://qa.fmod.com/u/facaelectrica)\
**Replies:** 6\
**Last updated:** [June 3, 2024, 4:46pm UTC](https://qa.fmod.com/t/preview-fmod-events-in-unity-editor/16486 "2024-06-03T16:46:55Z")

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In our project, we have over 1500 unique animations, and we are triggering FMOD audio events using Unity Animation Events (mostly OneShot). We trigger events like Footsteps, sfx effects as well as dialogue lines that ar…

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## [Correct way of using RuntimeManager in editor](https://qa.fmod.com/t/correct-way-of-using-runtimemanager-in-editor/20611)

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**Author:** [@nicolasmanz](https://qa.fmod.com/u/nicolasmanz)\
**Replies:** 4\
**Last updated:** [June 3, 2024, 3:43pm UTC](https://qa.fmod.com/t/correct-way-of-using-runtimemanager-in-editor/20611 "2024-06-03T15:43:32Z")

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Hey there, I’m trying to get the MinDistance and MaxDistance attributes of events in a OnDrawGizmos, but for that I need to get the EventDescription which is only possible through RuntimeManager. In the latest updates, …

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## [ArgumentException: An item with the same key has already been added. Key: tvOS](https://qa.fmod.com/t/argumentexception-an-item-with-the-same-key-has-already-been-added-key-tvos/21643)

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**Author:** [@willerdasilva-aristo](https://qa.fmod.com/u/willerdasilva-aristo)\
**Replies:** 3\
**Last updated:** [May 31, 2024, 12:46am UTC](https://qa.fmod.com/t/argumentexception-an-item-with-the-same-key-has-already-been-added-key-tvos/21643 "2024-05-31T00:46:56Z")

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Some people on our team keep getting these kinds of errors in our project, and we’re struggling a bit to narrow down what’s causing it, but the call stack implies it’s coming from the FMOD plugin. Is this a common issue?…

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## [How to send/blend specific events in a group bus with IR Reverb](https://qa.fmod.com/t/how-to-send-blend-specific-events-in-a-group-bus-with-ir-reverb/21666)

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**Author:** [@dada\_da](https://qa.fmod.com/u/dada_da)\
**Replies:** 3\
**Last updated:** [May 28, 2024, 2:22am UTC](https://qa.fmod.com/t/how-to-send-blend-specific-events-in-a-group-bus-with-ir-reverb/21666 "2024-05-28T02:22:09Z")

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Hi, I am working with a Unity game that sends an FMOD event “metal” whenever the character or other objects hit something in the environment that is visually looking like metal in the game (think metal rail). I am using…

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## [Unity how to play audio action on pressed button having an ending audio part](https://qa.fmod.com/t/unity-how-to-play-audio-action-on-pressed-button-having-an-ending-audio-part/15687)

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**Author:** [@black\_racer](https://qa.fmod.com/u/black_racer)\
**Replies:** 6\
**Last updated:** [May 27, 2024, 5:20am UTC](https://qa.fmod.com/t/unity-how-to-play-audio-action-on-pressed-button-having-an-ending-audio-part/15687 "2024-05-27T05:20:23Z")

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Hi guys, i have a question, how make this sound action: –\>button pressed Start audio effect part Middle audio effect part is looping (only in pressed button) –\>button released Play end audio effect I could easily …

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## [How it will work in release in user device?](https://qa.fmod.com/t/how-it-will-work-in-release-in-user-device/21654)

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**Author:** [@ramkeshcse084](https://qa.fmod.com/u/ramkeshcse084)\
**Replies:** 1\
**Last updated:** [May 27, 2024, 3:27am UTC](https://qa.fmod.com/t/how-it-will-work-in-release-in-user-device/21654 "2024-05-27T03:27:37Z")

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Hello , I am new in it . I want to clear doubt . In local device FMOD studio is installed and it create build .bank and work in Unity . What if we release our project in production on store ? Do we have to deploy .bank…

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## [Event Callback Measure Number Discrepancy](https://qa.fmod.com/t/event-callback-measure-number-discrepancy/21634)

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**Author:** [@m\_daniel26](https://qa.fmod.com/u/m_daniel26)\
**Replies:** 4\
**Last updated:** [May 25, 2024, 1:37am UTC](https://qa.fmod.com/t/event-callback-measure-number-discrepancy/21634 "2024-05-25T01:37:02Z")

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I’m using the Event Callback system to synch up my scripts in Unity to the measures and beats in FMOD. I noticed that whenever there is a tempo change marker in my FMOD event, the measure number in Unity resets to 1 - wh…

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## [Scatterer causes "PlaylistInstrumentInstance::startFullLengthHook : Attempting to schedule a sound in the past, this could cause inaccurate playback" spam](https://qa.fmod.com/t/scatterer-causes-playlistinstrumentinstance-startfulllengthhook-attempting-to-schedule-a-sound-in-the-past-this-could-cause-inaccurate-playback-spam/16657)

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**Author:** [@FelixSherar](https://qa.fmod.com/u/FelixSherar)\
**Replies:** 25\
**Last updated:** [May 23, 2024, 2:43pm UTC](https://qa.fmod.com/t/scatterer-causes-playlistinstrumentinstance-startfulllengthhook-attempting-to-schedule-a-sound-in-the-past-this-could-cause-inaccurate-playback-spam/16657 "2024-05-23T14:43:27Z")

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I currently have the issue of having events with Scatterer instruments that loop, which causes this to spam in the console. I’ve seen other posts here about loading sample data, and even found a post where Cameron from F…

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## [BufferSize Change in InGame](https://qa.fmod.com/t/buffersize-change-in-ingame/21650)

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**Author:** [@guswnd325](https://qa.fmod.com/u/guswnd325)\
**Replies:** 1\
**Last updated:** [May 23, 2024, 2:45am UTC](https://qa.fmod.com/t/buffersize-change-in-ingame/21650 "2024-05-23T02:45:44Z")

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Is there a way to change the DSP buffer size without restarting?

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## [Stuck on "Reloading domain" when the preferences are set to recompile after finished playing](https://qa.fmod.com/t/stuck-on-reloading-domain-when-the-preferences-are-set-to-recompile-after-finished-playing/19861)

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**Author:** [@Francoimora](https://qa.fmod.com/u/Francoimora)\
**Replies:** 13\
**Last updated:** [May 21, 2024, 4:41am UTC](https://qa.fmod.com/t/stuck-on-reloading-domain-when-the-preferences-are-set-to-recompile-after-finished-playing/19861 "2024-05-21T04:41:31Z")

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Hi, We recently installed the Hot Reload plugin for Unity (Download | Hot Reload for Unity) which made us change our preferences settings to “Recompile After Finished Playing”. The problem is that when we exit the play …

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## [FP Audio script](https://qa.fmod.com/t/fp-audio-script/21563)

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**Author:** [@marrec](https://qa.fmod.com/u/marrec)\
**Replies:** 3\
**Last updated:** [May 21, 2024, 12:57am UTC](https://qa.fmod.com/t/fp-audio-script/21563 "2024-05-21T00:57:54Z")

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Do you know how integrate FMOD and Unity with no Adventure Creator off?

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## [ERR\_OUTPUT\_INIT on Windows Server build machine](https://qa.fmod.com/t/err-output-init-on-windows-server-build-machine/21625)

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**Author:** [@VincentAurory](https://qa.fmod.com/u/VincentAurory)\
**Replies:** 1\
**Last updated:** [May 21, 2024, 12:55am UTC](https://qa.fmod.com/t/err-output-init-on-windows-server-build-machine/21625 "2024-05-21T00:55:49Z")

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FMOD 2.0.21 Building for standalone IL2CPP platform on a Windows Server build machine (docker image for CI). Error: FMOD Studio: Encountered Error: ERR\_OUTPUT\_INIT Error initializing output device. Tried setting OUTPU…

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## [FMOD Cache clogging up Unity Project search](https://qa.fmod.com/t/fmod-cache-clogging-up-unity-project-search/21623)

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**Author:** [@teejay5](https://qa.fmod.com/u/teejay5)\
**Replies:** 1\
**Last updated:** [May 21, 2024, 12:53am UTC](https://qa.fmod.com/t/fmod-cache-clogging-up-unity-project-search/21623 "2024-05-21T00:53:46Z")

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We’re using FMOD Unity plugin version 2.0.22, and Unity 2020.3.48f1, so forgive me if any of this issue has been addressed already The files generated by the FMOD cache slows the UI down considerably when searching, and…

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## [Enable ASIO loopback](https://qa.fmod.com/t/enable-asio-loopback/21606)

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**Author:** [@dakeXd](https://qa.fmod.com/u/dakeXd)\
**Replies:** 1\
**Last updated:** [May 20, 2024, 4:15am UTC](https://qa.fmod.com/t/enable-asio-loopback/21606 "2024-05-20T04:15:50Z")

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Is there anyway to enable ASIO loopback when using getRecordNumDrivers and getRecordDriverInfo? Im using AudioStream to get a list of avalaible inputs to transmit in a voice chat, i enabled loopbacks so the player can t…

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## [How to set Fmod Studio Advanced Settings through code?](https://qa.fmod.com/t/how-to-set-fmod-studio-advanced-settings-through-code/21612)

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**Author:** [@Hzo420](https://qa.fmod.com/u/Hzo420)\
**Replies:** 2\
**Last updated:** [May 17, 2024, 7:28pm UTC](https://qa.fmod.com/t/how-to-set-fmod-studio-advanced-settings-through-code/21612 "2024-05-17T19:28:19Z")

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Greetings, I’m trying to increase the commandQueueSize using the “setAdvancedSettings” method through the RuntimeManager. Unfortunately, that seems impossible, as the advanced settings must be set before the FMODUnity.S…

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## [Using audio tables in Unity to dynamically play sounds?](https://qa.fmod.com/t/using-audio-tables-in-unity-to-dynamically-play-sounds/21629)

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**Author:** [@d23](https://qa.fmod.com/u/d23)\
**Replies:** 2\
**Last updated:** [May 17, 2024, 3:52pm UTC](https://qa.fmod.com/t/using-audio-tables-in-unity-to-dynamically-play-sounds/21629 "2024-05-17T15:52:35Z")

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I have a number of audio tracks that I’m storing in my project’s resources folder, and I’d like to be able to play them dynamically using FMOD without having to copy them all to fmod and create events for each individual…

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## [Unity Audio + FMOD Audio on PS5](https://qa.fmod.com/t/unity-audio-fmod-audio-on-ps5/21567)

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**Author:** [@JSMallard](https://qa.fmod.com/u/JSMallard)\
**Replies:** 3\
**Last updated:** [May 17, 2024, 2:20am UTC](https://qa.fmod.com/t/unity-audio-fmod-audio-on-ps5/21567 "2024-05-17T02:20:46Z")

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Hello, I’m working on a PSVR port using FMOD, but we want to run haptics through unity audio to match our other platforms. We’ve had a lot of Initialization errors. Does running Unity Audio alongside FMOD on PS5/PSVR2 t…

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## [Move FMod's unity menu item into Tool subcategory](https://qa.fmod.com/t/move-fmods-unity-menu-item-into-tool-subcategory/20743)

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**Author:** [@FColor04](https://qa.fmod.com/u/FColor04)\
**Replies:** 3\
**Last updated:** [May 17, 2024, 12:11am UTC](https://qa.fmod.com/t/move-fmods-unity-menu-item-into-tool-subcategory/20743 "2024-05-17T00:11:26Z")

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It should be a very simple thing to change and will reduce the clutter that comes from having too many top level categories, thank you for the great tool, I look forward to this change.

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## [Video Playback Does Not Obey Editor Mute](https://qa.fmod.com/t/video-playback-does-not-obey-editor-mute/21627)

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**Author:** [@capybara](https://qa.fmod.com/u/capybara)\
**Replies:** 1\
**Last updated:** [May 16, 2024, 1:20am UTC](https://qa.fmod.com/t/video-playback-does-not-obey-editor-mute/21627 "2024-05-16T01:20:54Z")

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Hello, We have been leveraging the video playback code from the docs (https://www.fmod.com/docs/2.02/unity/examples-video-playback.html) and noticed that while it works, it does not obey the Unity editor mute. Instead …

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## [Footstep sound with unity not working](https://qa.fmod.com/t/footstep-sound-with-unity-not-working/21589)

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**Author:** [@Winter\_Aria](https://qa.fmod.com/u/Winter_Aria)\
**Replies:** 1\
**Last updated:** [May 15, 2024, 11:40pm UTC](https://qa.fmod.com/t/footstep-sound-with-unity-not-working/21589 "2024-05-15T23:40:12Z")

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Paste ofCode Here is my player movement script Paste ofCode Finally my audio manager I am trying to get footstep sounds to play, and i put debug.logs to check and it all seems fine, but the audio just isn’t playing

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## [How To Know The Playing Clip](https://qa.fmod.com/t/how-to-know-the-playing-clip/21600)

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**Author:** [@Waseem](https://qa.fmod.com/u/Waseem)\
**Replies:** 1\
**Last updated:** [May 15, 2024, 6:52am UTC](https://qa.fmod.com/t/how-to-know-the-playing-clip/21600 "2024-05-15T06:52:21Z")

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Hello, I have a radio in my game, as you know radio is just playing music in sequence, so i have setup the FMOD project in one back putting all music in sequence to be played, and i start it by call an event to start it…

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## [Unity fmod clip breaks entire timeline at edit time](https://qa.fmod.com/t/unity-fmod-clip-breaks-entire-timeline-at-edit-time/19983)

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**Author:** [@capybara](https://qa.fmod.com/u/capybara)\
**Replies:** 8\
**Last updated:** [May 13, 2024, 4:46am UTC](https://qa.fmod.com/t/unity-fmod-clip-breaks-entire-timeline-at-edit-time/19983 "2024-05-13T04:46:46Z")

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Hello! With the latest (and perhaps earlier?) Unity-approved fmod integration, adding an fmod track & clip to a unity timeline works fine, but editing the clip at all (changing length, or switching events) causes it to …

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## [Control Event parameters from Timeline](https://qa.fmod.com/t/control-event-parameters-from-timeline/15816)

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**Author:** [@giantdoor](https://qa.fmod.com/u/giantdoor)\
**Replies:** 6\
**Last updated:** [May 13, 2024, 2:55am UTC](https://qa.fmod.com/t/control-event-parameters-from-timeline/15816 "2024-05-13T02:55:39Z")

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So, the FMOD Track for the Unity Timeline seems to only allow to start events, and to set their parameters to a value. I couldn’t find a way to animate such values (e.g. I want to fade the volume of a certain event throu…

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## [2D audio panning in a 2D Unity scroller](https://qa.fmod.com/t/2d-audio-panning-in-a-2d-unity-scroller/21601)

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**Author:** [@mhflikke](https://qa.fmod.com/u/mhflikke)\
**Replies:** 3\
**Last updated:** [May 13, 2024, 2:16am UTC](https://qa.fmod.com/t/2d-audio-panning-in-a-2d-unity-scroller/21601 "2024-05-13T02:16:32Z")

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I have a 2D scroller game and have added an FMOD Studio Event Emitter to the finish line, which I want the player to hear when they get close enough to it. However, it is audible throughout the entire map. How do I make …

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## [Stop (FMOD.Studio.STOP\_MODE.IMMEDIATE) doesn't work in Unity](https://qa.fmod.com/t/stop-fmod-studio-stop-mode-immediate-doesnt-work-in-unity/21585)

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**Author:** [@Yiqi2024](https://qa.fmod.com/u/Yiqi2024)\
**Replies:** 8\
**Last updated:** [May 13, 2024, 12:12am UTC](https://qa.fmod.com/t/stop-fmod-studio-stop-mode-immediate-doesnt-work-in-unity/21585 "2024-05-13T00:12:15Z")

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As shown above, when the gameover, the music should stop But the code"stop (FMOD.Studio.STOP\_MODE.IMMEDIATE)"doesn’t work

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