# Popping sound when adding/removing custom dsp from EventInstance

**URL:** https://qa.fmod.com/t/popping-sound-when-adding-removing-custom-dsp-from-eventinstance/21117
**Category:** FMOD Engine
**Tags:** csharp
**Created:** [January 18, 2024, 7:11pm UTC](https://qa.fmod.com/t/popping-sound-when-adding-removing-custom-dsp-from-eventinstance/21117 "2024-01-18T19:11:57Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![PianoBoy](https://avatars.discourse-cdn.com/v4/letter/p/e8c25b/32.png) [@PianoBoy](https://qa.fmod.com/u/PianoBoy)
#### Post date: [January 18, 2024, 7:11pm UTC](https://qa.fmod.com/t/popping-sound-when-adding-removing-custom-dsp-from-eventinstance/21117/1 "2024-01-18T19:11:57Z")

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Hello! I’m trying to add and remove custom dsps from an EventInstance, and it’s working fine except for a weird “pop” sound that plays when the dsp is added or removed. I couldn’t figure out how to get rid of this noise. Here’s the function I’m using to add the dsp  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/6/60d55050f8ef46505ad06732cddc82cee464f5f2.png)  
and the function i’m using to remove the dsp  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/6/613c11791189412674b3e0a75b0a47a4d1981655.png)

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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: [January 23, 2024, 12:13am UTC](https://qa.fmod.com/t/popping-sound-when-adding-removing-custom-dsp-from-eventinstance/21117/2 "2024-01-23T00:13:41Z")

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This is expected when adding/removing a DSP (thought it may be more audible with some DSP effects than others) as the sudden change in signal, especially when also immediately adjusting the volume with `setWetDryMix()`, will cause a slight pop.

The easiest way to work around this would be to add your DSP with same volume and post-wet set to 0 - i.e. `Dsp.setWetDryMix(1.0f, 0.0f, 1.0f);`, and then quickly ramp to the desired wet/dry mix. If you’re using Unity, a coroutine would be an easy way to implement this.
