# Audio component stop node doesn't allow for fade out

**URL:** <https://qa.fmod.com/t/audio-component-stop-node-doesnt-allow-for-fade-out/22187>\
**Category:** Unreal Engine\
**Created:** [October 15, 2024, 2:09pm UTC](https://qa.fmod.com/t/audio-component-stop-node-doesnt-allow-for-fade-out/22187 "2024-10-15T14:09:58Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![sandeben](https://avatars.discourse-cdn.com/v4/letter/s/0ea827/32.png) [@sandeben](https://qa.fmod.com/u/sandeben)\
**Post date:** [October 15, 2024, 2:09pm UTC](https://qa.fmod.com/t/audio-component-stop-node-doesnt-allow-for-fade-out/22187/1 "2024-10-15T14:09:58Z")

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Very similar to this old post, I can’t get an event to stop and honour its AHDSR release setting. It always ends abruptly, although it works as expected in FMOD Studio 2.03.01.

The event consists of these alarms which all have random start positions. The loop region is only triggered when the event is not stopping, and in Studio, this means that when the event is stopped, the loop region is left and each instrument is allowed to play out to its end.

The AHDSR’s attack is followed, but the release is not. I have put a release of 5 seconds on the master track, just to be sure that it will still definitely be playing at a high volume for 2 full seconds, so that each instrument has enough time to finish playing. Unfortunately, when I play in editor, it is always abruptly stopped.

I can work around it by using a parameter to jump to a different point in the event, but it’s a shame that this method doesn’t work in Unreal when it does in Studio.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/7/74c9b56ca5fe77f7c08495d677d1aa33cf7f3ef7.png)

> [@Event Instance Stop node in UE4 abruptly stops my sound even with AHDSR modulating the release](https://qa.fmod.com/t/event-instance-stop-node-in-ue4-abruptly-stops-my-sound-even-with-ahdsr-modulating-the-release/15896):
>
> I created a blueprint with 2 trigger boxes - one for playing a 2D event when entering a tunnel, and another for stopping the instance of that 2D event upon exiting the tunnel. The trigger boxes play and stop my sound accordingly, but stopping the event is so abrupt. I tried adding an envelope on the master fader of my event to lengthen the release time, but my blueprint still causes it to end instantaneously. Am I using the wrong node? The AHDSR envelope IS affecting the attack of my sound. I’v…

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**Author:** ![cwdain](https://avatars.discourse-cdn.com/v4/letter/c/fbc32d/32.png) [@cwdain](https://qa.fmod.com/u/cwdain)\
**Post date:** [October 15, 2024, 2:15pm UTC](https://qa.fmod.com/t/audio-component-stop-node-doesnt-allow-for-fade-out/22187/2 "2024-10-15T14:15:16Z")

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See here: [AHDSR release sometimes jumps - #10 by Connor\_FMOD](https://qa.fmod.com/t/ahdsr-release-sometimes-jumps/21705/10)

I think this was fixed in 2.03.02, definitely fixed in 2.03.03

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [October 15, 2024, 11:18pm UTC](https://qa.fmod.com/t/audio-component-stop-node-doesnt-allow-for-fade-out/22187/3 "2024-10-15T23:18:41Z")

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Hi,

The fix for this was released in the 2.03.02: [FMOD Engine | Welcome To FMOD Engine - Detailed Revision History](https://fmod.com/docs/2.03/api/welcome-revision-history.html#:~:text=Studio%20API%20%2D%20Fixed%20glitches%20in%20AHDSR%20modulator%20release). Would it be possible to test this update?

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**Author:** ![sandeben](https://avatars.discourse-cdn.com/v4/letter/s/0ea827/32.png) [@sandeben](https://qa.fmod.com/u/sandeben)\
**Post date:** [October 17, 2024, 9:19am UTC](https://qa.fmod.com/t/audio-component-stop-node-doesnt-allow-for-fade-out/22187/4 "2024-10-17T09:19:57Z")

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That’s good to hear – I’ll see if I can upgrade soon and report back.
