# 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:** 1\
**Showing post:** 4

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

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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?

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_[View the full topic](https://qa.fmod.com/t/pausing-programmer-sounds/20186)._
