# Some sounds interrupt others

**URL:** <https://qa.fmod.com/t/some-sounds-interrupt-others/21038>\
**Category:** FMOD Studio\
**Created:** [December 27, 2023, 6:44pm UTC](https://qa.fmod.com/t/some-sounds-interrupt-others/21038 "2023-12-27T18:44:45Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![PoeJoe](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/poejoe/32/6062_2.png) [@PoeJoe](https://qa.fmod.com/u/PoeJoe)\
**Post date:** [December 27, 2023, 6:44pm UTC](https://qa.fmod.com/t/some-sounds-interrupt-others/21038/1 "2023-12-27T18:44:45Z")

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Hi! I’m in charge of designing and implementing sound on a platformer. Unity implementation is taken care by a programmer of the team. We are having an issue when the character attacks or runs, which causes some ambient sounds to momentarily stop. Also, when running almost all sound goes silent, even the steps of running. I sort of checked the profiler and there seems not to be an overflow of voices. Also checked max instances in those sounds or their output chain and everything seems to be ok. I couldn’t find a post mentioning this in the forums so maybe someone has pointers to shed some light on the root of the problem?

Thanks

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [December 29, 2023, 2:20am UTC](https://qa.fmod.com/t/some-sounds-interrupt-others/21038/2 "2023-12-29T02:20:22Z")

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Hi,

What version of the FMOD integration are you using?

With the logging level set to `Warning`:  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/6/6a63a8df240b233034cb62693d44740e220cf695.png)  
Are there any logs that you can share?

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**Author:** ![PoeJoe](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/poejoe/32/6062_2.png) [@PoeJoe](https://qa.fmod.com/u/PoeJoe)\
**Post date:** [January 23, 2024, 12:54pm UTC](https://qa.fmod.com/t/some-sounds-interrupt-others/21038/3 "2024-01-23T12:54:32Z")

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Hi! Sorry for the late response. Thanks for replying so quickly. I think the coders somehow fixed it but not sure what they did. Thanks again!

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**Author:** ![PoeJoe](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/poejoe/32/6062_2.png) [@PoeJoe](https://qa.fmod.com/u/PoeJoe)\
**Post date:** [March 19, 2025, 5:42pm UTC](https://qa.fmod.com/t/some-sounds-interrupt-others/21038/4 "2025-03-19T17:42:00Z")

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Hi! Apparently the problem “came back”. I’m attaching the result of the log, which doesn’t seem to add much to the situation. Any pointers at what the problem could be or where to look for a possible solution? Thanks!

![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/e/ef3ba6a6df2f7d0d586d3e7e76a0c6486eb5be86.png)

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**Author:** ![li\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/li_fmod/32/6577_2.png) [@li\_fmod](https://qa.fmod.com/u/li_fmod)\
**Post date:** [March 20, 2025, 3:23am UTC](https://qa.fmod.com/t/some-sounds-interrupt-others/21038/5 "2025-03-20T03:23:26Z")

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Hi,

Thank you for sharing the error messages.

It seems that the EventReference you are trying to crate is invalid, which means FMOD is unable to locate the target event to play.

For troubleshooting, here are a few possible causes that may lead to this error:

- The `FMODUnity.EventReference` field has been exposed in your script but didn’t assign a proper event in the Inspector.

- If the event has been deleted or renamed in FMOD Studio, the reference might now be broken. Could you please double-check if the event is still valid?

- If the bank that contains the event hasn’t been loaded yet, FMOD won’t find the event either. Please ensure that the banks are correctly assigned in the FMOD settings. You could also consider using [Studio.Bank.getLoadingState](https://www.fmod.com/docs/2.02/api/studio-api-bank.html#studio_bank_getloadingstate) to check if the bank has been loaded correctly.

- Additionally, it may help to try [rebuilding your banks](https://www.fmod.com/docs/2.02/studio/appendix-a-celeste.html#rebuild-the-banks) in FMOD Studio and then reimporting them into Unity, especially if the GUIDs have changed or the project structure has recently been modified.

If all settings appear to be correct and the issue persists, you could also try calling [Studio.Bank.LoadSampleData](https://www.fmod.com/docs/2.02/api/studio-api-bank.html#studio_bank_loadsampledata) or [Studio.EventDescription.loadSampleData](https://www.fmod.com/docs/2.02/api/studio-api-eventdescription.html#studio_eventdescription_loadsampledata) before playing a sound.

Hope this helps, let me know if the issue persists.

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<div class="post-metadata">

**Author:** ![PoeJoe](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/poejoe/32/6062_2.png) [@PoeJoe](https://qa.fmod.com/u/PoeJoe)\
**Post date:** [March 20, 2025, 4:28pm UTC](https://qa.fmod.com/t/some-sounds-interrupt-others/21038/6 "2025-03-20T16:28:55Z")

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Hi! Thanks for the reply. I’ll pass this reply to the coder in charge of the Unity implementation. Apart from that, it’s not that clear to me why those warnings have something to do with the problem, as they seem to appear as soon as the game is run, while the problem occurs when attacking or running, which makes all sounds go mute until the attack sound is finished or the running is interrupted. I’m asking this to have a better understanding of the topic and the replies so that I can inform the team better. Thanks!
