# Integration tutorial issue: AudioPlayableOutput::OnApplyFMOD: Could not get FMOD System

**URL:** https://qa.fmod.com/t/integration-tutorial-issue-audioplayableoutput-could-not-get-fmod-system/20440
**Category:** Unity
**Created:** [July 19, 2023, 5:48am UTC](https://qa.fmod.com/t/integration-tutorial-issue-audioplayableoutput-could-not-get-fmod-system/20440 "2023-07-19T05:48:16Z")
**Posts on this page:** 1
**Showing post:** 2

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### Author: ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)
#### Post date: [July 21, 2023, 2:51am UTC](https://qa.fmod.com/t/integration-tutorial-issue-audioplayableoutput-could-not-get-fmod-system/20440/2 "2023-07-21T02:51:39Z")

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Hi,

Unfortunately, I’ve been unable to replicate the error you’re describing using the Unity and FMOD version that you’re working with.

That said, the `AudioPlayableOutput::OnApplyFMOD: Could not get FMOD System` error originates from Unity’s Audio system, and points there potentially being a Unity Audio Source still active in the scene. I would recommend double checking that you have disabled all Unity Audio Sources, and that you’ve disabled Unity Audio. Additionally, the “Race Countdown Canvas” GameObject plays the “RaceStart” Timeline asset, which contains an Audio track that may trigger the error - try disabling or deleting that Audio track and seeing whether that makes a difference.

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_[View the full topic](https://qa.fmod.com/t/integration-tutorial-issue-audioplayableoutput-could-not-get-fmod-system/20440)._
