# Activating a Low Pass Filter during an In-Game Pause Menu

**URL:** https://qa.fmod.com/t/activating-a-low-pass-filter-during-an-in-game-pause-menu/13039
**Category:** FMOD Studio
**Created:** [March 15, 2017, 11:57pm UTC](https://qa.fmod.com/t/activating-a-low-pass-filter-during-an-in-game-pause-menu/13039 "2017-03-15T23:57:23Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![ssaulls](https://avatars.discourse-cdn.com/v4/letter/s/54ee81/32.png) [@ssaulls](https://qa.fmod.com/u/ssaulls)
#### Post date: [March 15, 2017, 11:57pm UTC](https://qa.fmod.com/t/activating-a-low-pass-filter-during-an-in-game-pause-menu/13039/1 "2017-03-15T23:57:23Z")

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Hello:

To activate a Low Pass Filter during an in-game pause menu, would I create create a low-pass-filter in the deck area of my music group bus and then have the programmer write the code that would bypass the LPF when needed? Thanks for any thoughts on how to create this behavior.

Steve Saulls

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### Author: ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)
#### Post date: [March 16, 2017, 3:40am UTC](https://qa.fmod.com/t/activating-a-low-pass-filter-during-an-in-game-pause-menu/13039/2 "2017-03-16T03:40:32Z")

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As of the time of writing (March of 2017), we don’t currently support bypassing effects via game code. Rather, you should either automate the cutoff property of your lowpass filter on a parameter, or you should place the lowpass filter on seperate track or bus and control send via automation or a snapshot to determine whether or not the signal is routed through that bus.
