# Stop all emitters in scene

**URL:** https://qa.fmod.com/t/stop-all-emitters-in-scene/19011
**Category:** Unity
**Created:** [July 17, 2022, 9:57am UTC](https://qa.fmod.com/t/stop-all-emitters-in-scene/19011 "2022-07-17T09:57:30Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![madsvadsholt](https://avatars.discourse-cdn.com/v4/letter/m/a587f6/32.png) [@madsvadsholt](https://qa.fmod.com/u/madsvadsholt)
#### Post date: [July 17, 2022, 9:57am UTC](https://qa.fmod.com/t/stop-all-emitters-in-scene/19011/1 "2022-07-17T09:57:30Z")

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Hi there.

Is there a function to stop all sound emitters in a scene at once?  
Or all emitters playing in general…

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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: [July 18, 2022, 11:07pm UTC](https://qa.fmod.com/t/stop-all-emitters-in-scene/19011/3 "2022-07-18T23:07:46Z")

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Hi,

To stop all the `Emitters` you will want to get a reference to the Master Bus. This can be done by calling [`Studio::Bus::getBus`](https://fmod.com/docs/2.02/api/studio-api-system.html#studio_system_getbus) on the `StudioSystem`, setting the `path` as: `getBus("bus:/")`. To access the `StudioSystem` call  
`FMODUnity.RuntimeManager.StudioSystem`. Then when you are ready to stop all the `emitters` call your [MasterBusReference.stopAllEvents()](https://fmod.com/docs/2.02/api/studio-api-bus.html#studio_bus_stopallevents), setting the `FMOD.Studio.STOP_MODE` to your preference.

Hope this helps!
