# Steam Audio/FMOD Reverb Tail gets Cut Off

**URL:** https://qa.fmod.com/t/steam-audio-fmod-reverb-tail-gets-cut-off/16705
**Category:** Unity
**Tags:** unity
**Created:** [January 30, 2021, 6:45pm UTC](https://qa.fmod.com/t/steam-audio-fmod-reverb-tail-gets-cut-off/16705 "2021-01-30T18:45:20Z")
**Posts on this page:** 1
**Showing post:** 2

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### Author: ![mathew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/mathew/32/431_2.png) [@mathew](https://qa.fmod.com/u/mathew)
#### Post date: [February 3, 2021, 3:34am UTC](https://qa.fmod.com/t/steam-audio-fmod-reverb-tail-gets-cut-off/16705/2 "2021-02-03T03:34:52Z")

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While similar, the issue you have with Steam Audio is not the same as the linked issues.

The problem you are seeing is a poorly implemented FMOD plugin, looking at the source code for the FMOD wrapper found on [GitHub](https://github.com/ValveSoftware/steam-audio/blob/master/fmod/src/reverb_effect.cpp) I can see the process callback is not informing FMOD how long to remain active when all inputs to the effect have gone idle.

Your best bet would be to log a bug with Valve or create an issue on their GitHub explaining your usage so they can fix the bug.

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_[View the full topic](https://qa.fmod.com/t/steam-audio-fmod-reverb-tail-gets-cut-off/16705)._
