# How to destroy all fmod sounds when changing level

**URL:** https://qa.fmod.com/t/how-to-destroy-all-fmod-sounds-when-changing-level/14142
**Category:** Unity
**Created:** [October 14, 2018, 10:36pm UTC](https://qa.fmod.com/t/how-to-destroy-all-fmod-sounds-when-changing-level/14142 "2018-10-14T22:36:45Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![BigB101](https://avatars.discourse-cdn.com/v4/letter/b/5e9695/32.png) [@BigB101](https://qa.fmod.com/u/BigB101)
#### Post date: [October 14, 2018, 10:36pm UTC](https://qa.fmod.com/t/how-to-destroy-all-fmod-sounds-when-changing-level/14142/1 "2018-10-14T22:36:45Z")

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When changing level, I have some snapshots that are persistent com one level to the other.  
I don´t have the stop event “OnDestroy”, so how do I delete all of them ?  
I´m currently doing this :

var playerBus : FMOD.Studio.Bus;  
playerBus = FMODUnity.RuntimeManager.GetBus(“bus:/Global”);  
playerBus.stopAllEvents(FMOD.Studio.STOP\_MODE.IMMEDIATE);

And while it works for the most part, there´s some places here and there that I can hear a snapshot from a previous level.

What´s the correct way to do this ?

Thanks !

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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: [October 18, 2018, 12:26am UTC](https://qa.fmod.com/t/how-to-destroy-all-fmod-sounds-when-changing-level/14142/2 "2018-10-18T00:26:54Z")

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StopAllEvents only applies to events, not Snapshots.  
Are you able to use the OnDisable event and/or have a custom script disable and re-enable it when needed?
