# Can I detect the volume of the sound being recorded in real time?

**URL:** <https://qa.fmod.com/t/can-i-detect-the-volume-of-the-sound-being-recorded-in-real-time/17486>\
**Category:** Unity\
**Created:** [July 27, 2021, 6:10pm UTC](https://qa.fmod.com/t/can-i-detect-the-volume-of-the-sound-being-recorded-in-real-time/17486 "2021-07-27T18:10:57Z")\
**Posts on this page:** 1\
**Showing post:** 11

<div class="post-metadata">

**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [August 11, 2021, 12:21am UTC](https://qa.fmod.com/t/can-i-detect-the-volume-of-the-sound-being-recorded-in-real-time/17486/11 "2021-08-11T00:21:53Z")

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Sorry, my mistake - I’ve just found out that it isn’t possible to change the init flags of the Unity integration.

Instead, you can adjust the priority of the Channels of the ChannelGroup in order to prevent virtualization. You can do something like this:

```cs
int numOfChannels;
channelGroupA.getNumChannels(out numOfChannels);
for (int i = 0; i < numOfChannels; i++) 
{
  FMOD.Channel channel;
  channelGroupA.getChannel(i, out channel);
  channel.setPriority(0);
}

channelGroupB.getNumChannels(out numOfChannels);
for (int i = 0; i < numOfChannels; i++) 
{
  FMOD.Channel channel;
  channelGroupB.getChannel(i, out channel);
  channel.setPriority(0);
}

```

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