# Snapshot not stopping

**URL:** <https://qa.fmod.com/t/snapshot-not-stopping/16948>\
**Category:** Unity\
**Tags:** unity\
**Created:** [March 26, 2021, 11:58am UTC](https://qa.fmod.com/t/snapshot-not-stopping/16948 "2021-03-26T11:58:00Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![xalbertus](https://avatars.discourse-cdn.com/v4/letter/x/a6a055/32.png) [@xalbertus](https://qa.fmod.com/u/xalbertus)\
**Post date:** [March 26, 2021, 11:58am UTC](https://qa.fmod.com/t/snapshot-not-stopping/16948/1 "2021-03-26T11:58:00Z")

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Hello, I am using FMOD for my game, and for some features I use Playmaker. The thing is, when using a Playmaker custom action for showing dialogue in the game, I start a snapshot instance that lowers the music volume and when the dialogue is finished I stop the same instance, but the volume is never restored.  
I am doing something wrong? I searched through the forums but I couldn’t find a solution.

I use this on the OnEnter function of the Playmaker action:

`snapshot = FMODUnity.RuntimeManager.CreateInstance(“snapshot:/mix_dialogue”);`

and then I use this for start ↓:

`snapshot.start();`

Later on I use ↓

`snapshot.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT);
snapshot.release();`

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<div class="post-metadata">

**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [April 8, 2021, 12:29am UTC](https://qa.fmod.com/t/snapshot-not-stopping/16948/2 "2021-04-08T00:29:59Z")

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I am not familiar with Playmaker but it sounds like the gameobject or script you are calling `snapshot.start()` from is being destroyed before the `snapshot.stop()` command can be called. It might be worth setting up a separate AudioManager game object and handling all the snapshots from there.
