# I always get "ERR\_INVALID\_HANDLE for CHANNEL (0x7FE0009)" error when trying to play any sound

**URL:** https://qa.fmod.com/t/i-always-get-err-invalid-handle-for-channel-0x7fe0009-error-when-trying-to-play-any-sound/17372
**Category:** Unity
**Tags:** unity
**Created:** [June 21, 2021, 3:39pm UTC](https://qa.fmod.com/t/i-always-get-err-invalid-handle-for-channel-0x7fe0009-error-when-trying-to-play-any-sound/17372 "2021-06-21T15:39:22Z")
**Posts on this page:** 8
**Page:** 1

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### Author: ![gentletroll\_mk](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/gentletroll_mk/32/2372_2.png) [@gentletroll\_mk](https://qa.fmod.com/u/gentletroll_mk)
#### Post date: [June 21, 2021, 3:39pm UTC](https://qa.fmod.com/t/i-always-get-err-invalid-handle-for-channel-0x7fe0009-error-when-trying-to-play-any-sound/17372/1 "2021-06-21T15:39:22Z")

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Hi everybody,

despite closely following the tutorial and trying multiple ways of playing sounds (like via StudioEventEmitter as well as via code: FMOD.RuntimeManager.PlayOneShot(…) or FMOD.RuntimeManager.CreateInstance(…path…).start() etc) it just never works for me.

Sounds never play and if I check “Enable API Error Logging” in the FMOD settings, I get the following errors for every sound I try to play:

 ![fmod-errors](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/7/7b8ef168c857eb42b188b68550f8ec026441397a.png)

For now, I am at my wits end. The FMOD project was created by a professional sound designer and I can successfully access all sounds via the Event Browser.  
The Setup Wizard marks every category as green (Linking, Listener, Unity Audio, Unity Sources), and I have a FMOD Studio Listener component attached to the camera. I also tried reinstalling the FMOD plugin to no avail.

My simplest attempt is just having a StudioEventEmitter attached to a game-object inside the scene, with “Play Event” set to “Object Start” and “Event” set to an FMOD event.  
Other attempts are calling `FMODUnity.RuntimeManager.PlayOneShot("event:/SFX/Office_Open");` (and similar events) in various parts of the game. And yet another attempt goes like this `_eventInstance = FMODUnity.RuntimeManager.CreateInstance("event:/Music/Ingame_Music")` and then calling `_eventInstance.start()`.  
In all instances, I get the errors above.

I’m using FMOD 2.01.10, Unity 2020.3.3f1, and I’m on Mac OS 10.13.6.

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### Author: ![gentletroll\_mk](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/gentletroll_mk/32/2372_2.png) [@gentletroll\_mk](https://qa.fmod.com/u/gentletroll_mk)
#### Post date: [June 21, 2021, 4:17pm UTC](https://qa.fmod.com/t/i-always-get-err-invalid-handle-for-channel-0x7fe0009-error-when-trying-to-play-any-sound/17372/2 "2021-06-21T16:17:05Z")

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Update: It works in an empty Unity3D project. Does anyone have an idea what could interfere with FMOD in our game, resulting in the above mentioned errors?

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### Author: ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)
#### Post date: [June 22, 2021, 5:25am UTC](https://qa.fmod.com/t/i-always-get-err-invalid-handle-for-channel-0x7fe0009-error-when-trying-to-play-any-sound/17372/3 "2021-06-22T05:25:09Z")

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The errors in that screenshot indicate that the Studio Event Emitter doesn’t have any listeners. For 3D sounds, this can be because there are no listeners within the Studio Event Emitter’s attenuation range. For 2D sounds, it can be because the event’s volume is set to 0 for some reason, likely due to a Parameter being required to control it.  
Here are my suggestions for each case:

**3D sound**

1. On the FMOD Studio Event Emitter, tick _Override Attenuation_
2. Move the event emitter’s sphere handles to a point where the game object containing your FMOD Studio Event Listener is definitely contained within the sphere

**2D sound**

1. On the FMOD Studio Event Emitter, click on the _Initial Parameter Values_ combo box and select a parameter
2. Move the slider to some non-zero value
3. Repeat for all parameters in the list

If you still aren’t getting any audio in that project then the problem might be deeper and I will need some more detailed logging information from you. If so, please go into FMOD \> Edit Settings, and under Initialization change the _Logging Level_ to “Log”, then run your scene again and send me all of your console output.

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### Author: ![gentletroll\_mk](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/gentletroll_mk/32/2372_2.png) [@gentletroll\_mk](https://qa.fmod.com/u/gentletroll_mk)
#### Post date: [June 22, 2021, 9:37am UTC](https://qa.fmod.com/t/i-always-get-err-invalid-handle-for-channel-0x7fe0009-error-when-trying-to-play-any-sound/17372/4 "2021-06-22T09:37:59Z")

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Hi Jeff, thank you so much for the timely response!

You are right, it indeed seems to have been an attenuation issue. Our sound designer increased the attenuation on all sounds and now I’m hearing them in game, as well.

Still, the error messages persist. But they only appear due to me having checked “Enable API Error Logging” in FMOD settings which is unchecked by default.  
Do you think it is safe to ignore these errors whilst everything seems to be working? Or shall I try to track them down (and post the complete log)?

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### Author: ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)
#### Post date: [June 22, 2021, 10:39pm UTC](https://qa.fmod.com/t/i-always-get-err-invalid-handle-for-channel-0x7fe0009-error-when-trying-to-play-any-sound/17372/5 "2021-06-22T22:39:13Z")

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Glad to hear that it’s working now! Those errors are actually part of an unrelated bug that will be fixed in an upcoming release, but are completely benign so are safe to ignore.

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### Author: ![gentletroll\_mk](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/gentletroll_mk/32/2372_2.png) [@gentletroll\_mk](https://qa.fmod.com/u/gentletroll_mk)
#### Post date: [June 23, 2021, 7:30am UTC](https://qa.fmod.com/t/i-always-get-err-invalid-handle-for-channel-0x7fe0009-error-when-trying-to-play-any-sound/17372/6 "2021-06-23T07:30:02Z")

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Good to hear! Thank you, once more 🙂 !

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### Author: ![Etlay](https://avatars.discourse-cdn.com/v4/letter/e/9de0a6/32.png) [@Etlay](https://qa.fmod.com/u/Etlay)
#### Post date: [July 16, 2021, 12:04pm UTC](https://qa.fmod.com/t/i-always-get-err-invalid-handle-for-channel-0x7fe0009-error-when-trying-to-play-any-sound/17372/7 "2021-07-16T12:04:31Z")

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Any news about this issue? I’ve been able to reproduce it too with FMOD 2.01.09 and 2.01.10 versions.  
Also if I disable “api error logging” toggle in the FMODSettings ScriptableObject it makes hang whole editor, when an error occur.

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### Author: ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)
#### Post date: [July 18, 2021, 11:04pm UTC](https://qa.fmod.com/t/i-always-get-err-invalid-handle-for-channel-0x7fe0009-error-when-trying-to-play-any-sound/17372/8 "2021-07-18T23:04:19Z")

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Thanks for the additonal information, we have come across the API Error Logging bug as well. Both issues have been patched for the next release, which will be available by the end of the month.
