FMOD - Mute and Solo don't translate into Unity

New member here and new to FMOD (been using Pro Tools for 20 or so years) and working in game audio for 12. So far im picking it up relatively quick as it’s visually very familiar. I did see the other poster having issues but im not using ports like he was… When using either the timeline audiotrack mute / solo function or the mixer mute / solo function, its not translated to Unity. I noticed FMOD doesn’t recognize these functions as something that can be saved. As in i dont get the option to save the FMOD project after toggling these buttons and apply the build to Unity. Im guessing that is the problem… If i physically drag the volume fader all the way down, it then allows me to save and apply the build (essentially muting the audio).

Any info is appreciated here.

FMOD 2.02.24 and Unity 2022.3

It seems to work when i have “Connect to Game” and Live Updates enabled. Doesn’t seem like the full solution though?

The behavior you describe is expected and intended.

Mute and solo are auditioning tools, not creative tools. They’re designed to let you quickly audition specific buses and events in isolation without having to change your game’s mix. They’re not designed to let you mute buses at run time; if you want to do that, you should instead use snapshots to adjust the buses’ fader levels, or use a setVolume API command.

If muting and soloing buses did change in-game behavior, they would be much less useful as tools for identifying problems with specific parts of your game’s mix.

Joseph, i appreciate the reply. In Unity’s audio engine itself, i used Snapshots to achieve the same thing. I’ll just do this here as well. Thanks man.