# Increase maxchannels?

**URL:** <https://qa.fmod.com/t/increase-maxchannels/12972>\
**Category:** Unity\
**Created:** [February 12, 2017, 3:51am UTC](https://qa.fmod.com/t/increase-maxchannels/12972 "2017-02-12T03:51:49Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![oliran](https://avatars.discourse-cdn.com/v4/letter/o/a8b319/32.png) [@oliran](https://qa.fmod.com/u/oliran)\
**Post date:** [February 12, 2017, 3:51am UTC](https://qa.fmod.com/t/increase-maxchannels/12972/1 "2017-02-12T03:51:49Z")

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When I have over 60 or so sounds in my game, even if they are STOPPED, any additional sounds that are added will not play. I tried to increase maxchannels with:

FMODUnity.RuntimeManager.LowlevelSystem.init(1000, FMOD.INITFLAGS.VOL0\_BECOMES\_VIRTUAL, System.IntPtr.Zero);

But that didn’t seem to change anything. Anything else I can try?

EDIT:  
I also tried and failed:

```
    FMODUnity.RuntimeManager.LowlevelSystem.setSoftwareChannels(256);
    FMOD.ADVANCEDSETTINGS settings = new FMOD.ADVANCEDSETTINGS();
    settings.maxVorbisCodecs = 128;
    FMODUnity.RuntimeManager.LowlevelSystem.setAdvancedSettings(ref settings);

```

EDIT 2:  
To recreate, all I have to do is this inside an ienumerator:

```
   var sound = FMODUnity.RuntimeManager.CreateInstance(path);
   for (int = 0; i < 100; i++) {
           sound.start();
           sound.release();
           yield return new WaitForSeconds(0.05f);
    }

```

After that new sounds will not play anymore.

---

<div class="post-metadata">

**Author:** ![brett](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/brett/32/261_2.png) [@brett](https://qa.fmod.com/u/brett)\
**Post date:** [February 13, 2017, 1:58am UTC](https://qa.fmod.com/t/increase-maxchannels/12972/2 "2017-02-13T01:58:10Z")

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You need to make sure fmod’s update function is called to allow it to manage and release channels.

You don’t need to adjust any settings, so I would remove that code you added (ie in FMOD\_ADVANCEDSETTINGS) unless you want higher CPU usage.

A tight loop like you’ve done doesn’t allow the update to run, so is an artificial test.
