# Pausing Programmer Sounds?

**URL:** <https://qa.fmod.com/t/pausing-programmer-sounds/20186>\
**Category:** Unity\
**Created:** [May 1, 2023, 8:57pm UTC](https://qa.fmod.com/t/pausing-programmer-sounds/20186 "2023-05-01T20:57:25Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![fkkcloud](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/fkkcloud/32/2134_2.png) [@fkkcloud](https://qa.fmod.com/u/fkkcloud)\
**Post date:** [May 1, 2023, 8:57pm UTC](https://qa.fmod.com/t/pausing-programmer-sounds/20186/1 "2023-05-01T20:57:25Z")

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Hello,

I am using below code to pause any sound during the pause state of the game.

```auto
FMODUnity.RuntimeManager.PauseAllEvents(true);

```

However it does not stop the Programmer Sound. I’ve implemented based on this example - [https://www.fmod.com/docs/2.01/unity/examples-programmer-sounds.html](https://www.fmod.com/docs/2.01/unity/examples-programmer-sounds.html)

How do I implement a proper pause for Programmer Sounds?

J

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<div class="post-metadata">

**Author:** ![fkkcloud](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/fkkcloud/32/2134_2.png) [@fkkcloud](https://qa.fmod.com/u/fkkcloud)\
**Post date:** [May 2, 2023, 8:51pm UTC](https://qa.fmod.com/t/pausing-programmer-sounds/20186/2 "2023-05-02T20:51:57Z")

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bumping the thread-

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<div class="post-metadata">

**Author:** ![fkkcloud](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/fkkcloud/32/2134_2.png) [@fkkcloud](https://qa.fmod.com/u/fkkcloud)\
**Post date:** [May 3, 2023, 8:59pm UTC](https://qa.fmod.com/t/pausing-programmer-sounds/20186/3 "2023-05-03T20:59:04Z")

</div>

bumping this again-

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<div class="post-metadata">

**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:** [May 4, 2023, 3:27am UTC](https://qa.fmod.com/t/pausing-programmer-sounds/20186/4 "2023-05-04T03:27:58Z")

</div>

Unfortunately, I’ve been unable to reproduce the issue on my end - when using the programmer sound example code, I’m able to call `FMODUnity.RuntimeManager.PauseAllEvents(true);` to pause all events, including those that are currently playing programming instruments.

Are the details (i.e. FMOD version, Unity version, etc.) in [your previous post about programmer sounds](https://qa.fmod.com/t/fmod-programmer-sound-freeze-on-unity/19911) still accurate? If not, could I get you to provide the version numbers that you’re currently using?
