# Noise Gate and other noise-reduction capabilities for realtime signal cleanup?

**URL:** <https://qa.fmod.com/t/noise-gate-and-other-noise-reduction-capabilities-for-realtime-signal-cleanup/19123>\
**Category:** FMOD Studio\
**Created:** [August 12, 2022, 5:21pm UTC](https://qa.fmod.com/t/noise-gate-and-other-noise-reduction-capabilities-for-realtime-signal-cleanup/19123 "2022-08-12T17:21:54Z")\
**Posts on this page:** 1\
**Showing post:** 8

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**Author:** ![torley-gallium](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/torley-gallium/32/3688_2.png) [@torley-gallium](https://qa.fmod.com/u/torley-gallium)\
**Post date:** [August 18, 2022, 4:48pm UTC](https://qa.fmod.com/t/noise-gate-and-other-noise-reduction-capabilities-for-realtime-signal-cleanup/19123/8 "2022-08-18T16:48:32Z")

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> [@magomusica](#):
>
> When you reopen the session it sets parameters to their defaults.

AHA — yes that’s been confusing at times. Thanks for the sanity check and your help again. Do you wish FMOD persisted more states when reopening projects? I had a separate thread where I wondered about the collapse/expand state of certain elements. [Bug? Collapsed effects and other modules don't remember their collapse state and always expand - #3 by torley-gallium](https://qa.fmod.com/t/bug-collapsed-effects-and-other-modules-dont-remember-their-collapse-state-and-always-expand/19109/3)

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