# Resuming playback after Bus.setPaused(true) desync - Unity & OculusGo

**URL:** <https://qa.fmod.com/t/resuming-playback-after-bus-setpaused-true-desync-unity-oculusgo/15084>\
**Category:** Unity\
**Created:** [September 26, 2019, 9:15pm UTC](https://qa.fmod.com/t/resuming-playback-after-bus-setpaused-true-desync-unity-oculusgo/15084 "2019-09-26T21:15:50Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![NH\_Brew](https://avatars.discourse-cdn.com/v4/letter/n/4af34b/32.png) [@NH\_Brew](https://qa.fmod.com/u/NH_Brew)\
**Post date:** [September 26, 2019, 9:15pm UTC](https://qa.fmod.com/t/resuming-playback-after-bus-setpaused-true-desync-unity-oculusgo/15084/1 "2019-09-26T21:15:50Z")

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Hello everyone,  
I try to pause the playback of a group that contains multiple events (which play in sync) with _bus.setPaused(true);_ function. It pauses without issue but after resuming playback with _bus.setPaused(false);_ the playback of the events is slightly out of sync (sounds like a small echo).  
Is there a way to ensure that the events after resuming playback are synced?

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [October 2, 2019, 3:13am UTC](https://qa.fmod.com/t/resuming-playback-after-bus-setpaused-true-desync-unity-oculusgo/15084/2 "2019-10-02T03:13:02Z")

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If any of the sounds are using streaming assets then this may occur, we currently don’t have sample accurate virtual voice swaps for streams.
