# Fade on setPaused?

**URL:** <https://qa.fmod.com/t/fade-on-setpaused/13268>\
**Category:** Unity\
**Created:** [July 6, 2017, 10:20pm UTC](https://qa.fmod.com/t/fade-on-setpaused/13268 "2017-07-06T22:20:38Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![AlecB](https://avatars.discourse-cdn.com/v4/letter/a/e9a140/32.png) [@AlecB](https://qa.fmod.com/u/AlecB)\
**Post date:** [July 6, 2017, 10:20pm UTC](https://qa.fmod.com/t/fade-on-setpaused/13268/1 "2017-07-06T22:20:38Z")

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We’re using setPaused to pause FMOD audio when the app goes to the background.

Currently this leads to the audio stopping dead with no fade out.

Is there a way to add an ADSR to this? Is there a way to let the OS take care of this? Perhaps a better function to use?

Thanks!  
Alec

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [July 7, 2017, 1:15am UTC](https://qa.fmod.com/t/fade-on-setpaused/13268/2 "2017-07-07T01:15:26Z")

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Using a Snapshot for specific buses would be your best bet.  
You can then automate the Intensity and add modulation to smooth it out.

If you are taking control over pausing the events, instead of the RuntimeManager, make sure to [suspend/resume the mixer](https://www.fmod.org/docs/content/generated/FMOD_System_MixerSuspend.html) as well.

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<div class="post-metadata">

**Author:** ![AlecB](https://avatars.discourse-cdn.com/v4/letter/a/e9a140/32.png) [@AlecB](https://qa.fmod.com/u/AlecB)\
**Post date:** [July 7, 2017, 4:07pm UTC](https://qa.fmod.com/t/fade-on-setpaused/13268/3 "2017-07-07T16:07:34Z")

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Great, thanks!
