# EventEmitter - Can Not Stop Event?

**URL:** <https://qa.fmod.com/t/eventemitter-can-not-stop-event/12020>\
**Category:** Unity\
**Created:** [August 24, 2015, 5:45am UTC](https://qa.fmod.com/t/eventemitter-can-not-stop-event/12020 "2015-08-24T05:45:35Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![neblix](https://avatars.discourse-cdn.com/v4/letter/n/9e8a1a/32.png) [@neblix](https://qa.fmod.com/u/neblix)\
**Post date:** [August 24, 2015, 5:45am UTC](https://qa.fmod.com/t/eventemitter-can-not-stop-event/12020/1 "2015-08-24T05:45:35Z")

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Unity 5.

I’m trying to terminate a StudioEventEmitter’s sound output when the player collides with it. It’s a power-up collectible that has an idle sound, basically.

I went to OnTriggerEnter() for said object, and added the line “powerPulse.Stop()” (powerPulse is set to the instance gameObject.GetComponent\<FMOD\_StudioEventEmitter\>()). However, in testing, the sound continues to play back in 3D space, where the object was terminated.  
Is there something I’m missing? Is it because the sound is infinitely looping?

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**Author:** ![nick1](https://avatars.discourse-cdn.com/v4/letter/n/47e85d/32.png) [@nick1](https://qa.fmod.com/u/nick1)\
**Post date:** [August 24, 2015, 5:59am UTC](https://qa.fmod.com/t/eventemitter-can-not-stop-event/12020/2 "2015-08-24T05:59:25Z")

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That all seems like it should work. Are there any errors in the Console?

If there are multiple emitters on the game object GetComponent() will point to the first one, which may not be correct.
