# Controller Speaker randomly shuts down

**URL:** https://qa.fmod.com/t/controller-speaker-randomly-shuts-down/19697
**Category:** FMOD Studio
**Tags:** cpp
**Created:** [January 2, 2023, 11:57am UTC](https://qa.fmod.com/t/controller-speaker-randomly-shuts-down/19697 "2023-01-02T11:57:28Z")
**Posts on this page:** 1
**Showing post:** 3

<div class="post-metadata">

### Author: ![fhausman](https://avatars.discourse-cdn.com/v4/letter/f/3e96dc/32.png) [@fhausman](https://qa.fmod.com/u/fhausman)
#### Post date: [January 3, 2023, 2:17am UTC](https://qa.fmod.com/t/controller-speaker-randomly-shuts-down/19697/3 "2023-01-03T02:17:48Z")

</div>

OK I’ve find out what’s happening.

The event had long trailing silence and as long as event was active the new upcoming events were also routed to the controller speaker.  
Now I realize that every time I want to play some event on controller speaker I need to attach the ChannelGroup to the appropriate port.

I’m not gonna lie the design of this isn’t very intuitive and I’m not sure if it’s documented anywhere (at least I didn’t find it).  
I’d expect that if I have group under the port in FMOD Studio that it will play on the desired speaker all the time. I understand the requirement of pointing to which controller sound should play but maybe defaulting the `sceUserServiceGetInitialUser` for controller speaker and vibration would reduce confusion when using controller features with FMOD.

---

_[View the full topic](https://qa.fmod.com/t/controller-speaker-randomly-shuts-down/19697)._
