# Fmod output type "no Sound" meaning

**URL:** <https://qa.fmod.com/t/fmod-output-type-no-sound-meaning/19934>\
**Category:** FMOD Engine\
**Created:** [March 3, 2023, 9:10pm UTC](https://qa.fmod.com/t/fmod-output-type-no-sound-meaning/19934 "2023-03-03T21:10:59Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![dietrich989](https://avatars.discourse-cdn.com/v4/letter/d/e8c25b/32.png) [@dietrich989](https://qa.fmod.com/u/dietrich989)\
**Post date:** [March 3, 2023, 9:10pm UTC](https://qa.fmod.com/t/fmod-output-type-no-sound-meaning/19934/1 "2023-03-03T21:10:59Z")

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Hey guys! I’m working on a racing game with a “race the ghost” time trail mode in unity. The Devs have set up a headless server build that runs parallel to the normal one, which means all my fmod code is being called twice. I need to put a stop to this! I have read there is no way to disable FMOD of a server build here: [Disable FMOD in Unity Server Build](https://qa.fmod.com/t/disable-fmod-in-unity-server-build/17197)

I was wondering if their solution in the post above of using “no sound mode” would stop events from being called/stealing/using snapshots or if it simply just mutes everything. Thanks!

P.S. other suggestions are welcome pls! If no sound isn’t the solution, I’m a bit stuck.

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [March 7, 2023, 11:09pm UTC](https://qa.fmod.com/t/fmod-output-type-no-sound-meaning/19934/2 "2023-03-07T23:09:54Z")

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Hi,

`NOSOUND` still performs all mixing but discards the final output, so all FMOD calls will still be made.

There is another Forum post that might have a workaround to the issue here: [Dedicated server builds on Unity](https://qa.fmod.com/t/dedicated-server-builds-on-unity/19720), and I will note your interest in the task.
