# Getting PulseAudio dependency to work in Ubuntu Docker image

**URL:** https://qa.fmod.com/t/getting-pulseaudio-dependency-to-work-in-ubuntu-docker-image/21897
**Category:** FMOD Engine
**Tags:** unity
**Created:** [July 19, 2024, 6:19am UTC](https://qa.fmod.com/t/getting-pulseaudio-dependency-to-work-in-ubuntu-docker-image/21897 "2024-07-19T06:19:13Z")
**Posts on this page:** 1
**Showing post:** 2

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### Author: ![joeanderson](https://avatars.discourse-cdn.com/v4/letter/j/96bed5/32.png) [@joeanderson](https://qa.fmod.com/u/joeanderson)
#### Post date: [July 19, 2024, 10:11am UTC](https://qa.fmod.com/t/getting-pulseaudio-dependency-to-work-in-ubuntu-docker-image/21897/2 "2024-07-19T10:11:24Z")

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I haven’t found a solution to fix PulseAudio support in the Docker image yet.

For anyone else who has this issue, the solution I ended up going with is to prevent FMOD from setting the output type to PulseAudio when running the Unity editor in the test environment.

Fixing the output type proved challening, as the PreInitialize hook runs too late to prevent the error. In the end, I used `sed` to modify `RuntimeManager.cs` as part of the GitHub workflow.

```auto
      # PulseAudio does not work in Docker container
      - name: Patch FMOD to disable sound
        run: |
          sed -i'' \
          's/result = coreSystem.setOutput(outputType);/result = coreSystem.setOutput(FMOD.OUTPUTTYPE.NOSOUND);/' \
          Assets/Plugins/FMOD/src/RuntimeManager.cs

```

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