Channel isPlaying returns still true, when Unity editor has muted audio (Unity 6000.3.9, Fmod 2.03.06)

Hi, when I use returned channel from PlayDialogVoice() and testing if played by isPlaying, when Unity editor is muted, it still return true, till I unmute editor. So this blocking flow according to isPlaying.

Exist any possibility how to isPlaying can reflect audio length with muted audio?

public static FMOD.Channel PlayDialogVoice(string dialogKey, out float length)
{
StopCurrentDialogue();

length = 0.0f;
string currentLanguage = LocalizationSettings.SelectedLocale.Identifier.Code;
string path = $"{BaseVoicesPath}/{currentLanguage}/{dialogKey}.voice.mp3";

DebugUtility.Log($"PlayDialogVoice:{dialogKey} from:{path}", DebugTag.TagAudio);

FMOD.MODE mode = FMOD.MODE.CREATESTREAM | FMOD.MODE.LOOP_OFF;

// Create streaming audio from mp3 file
FMOD.RESULT result = RuntimeManager.CoreSystem.createSound(path, mode, out _sDialogSound);

if (result != FMOD.RESULT.OK)
{
	DebugUtility.LogError($"PlayDialogVoice cant load dialog from:{path} result:{result}", DebugTag.TagAudio);
	return default;
}

// Get dialog group
result = _sDialogBus.getChannelGroup(out FMOD.ChannelGroup dialogueGroup);
DebugUtility.Log($"PlayDialogVoice getChannelGroup:{result}", DebugTag.TagAudio);

result = RuntimeManager.CoreSystem.playSound(_sDialogSound, dialogueGroup, false, out _sDialogChannel);
DebugUtility.Log($"PlayDialogVoice playSound:{result}", DebugTag.TagAudio);

if (result == FMOD.RESULT.OK)
{
	_sDialogChannel.setPitch(1.0f);

	// For tests, that voice reacts on bus changes
	//dialogBus.setMute(true);
	//dialogBus.setVolume(0.5f);

	_sDialogSound.getLength(out uint lengthMs, FMOD.TIMEUNIT.MS);
	length = lengthMs / 1000.0f;

	DebugUtility.Log($"PlayDialogVoice length:{length}", DebugTag.TagAudio);

	return _sDialogChannel;
}
else
{
	return default;
}

}

Thanks for answer

Milan

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