# UFMODBlueprintStatics::BusSetPaused incorrect behavior

**URL:** <https://qa.fmod.com/t/ufmodblueprintstatics-bussetpaused-incorrect-behavior/15686>\
**Category:** Unreal Engine\
**Created:** [April 24, 2020, 9:25am UTC](https://qa.fmod.com/t/ufmodblueprintstatics-bussetpaused-incorrect-behavior/15686 "2020-04-24T09:25:58Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![GirkLoyd](https://avatars.discourse-cdn.com/v4/letter/g/67e7ee/32.png) [@GirkLoyd](https://qa.fmod.com/u/GirkLoyd)\
**Post date:** [April 24, 2020, 9:25am UTC](https://qa.fmod.com/t/ufmodblueprintstatics-bussetpaused-incorrect-behavior/15686/1 "2020-04-24T09:25:58Z")

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Greetings, I am using blueprint node UFMODBlueprintStatics::BusSetPaused to pause all events going through the bus when the game is out of focus, but it continues to spawn new events instances and ignoring max instances settings on the bus. When I focusing on the game window it plays all voices and then kills all instances. Is this a bug, or I um just misunderstand the documentation?

 ![photo_2020-04-24_10-54-52](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/8/8d004e1b409b6c01a5e84cc58b21aea90cb2065f.jpeg)

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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:** [May 1, 2020, 5:25am UTC](https://qa.fmod.com/t/ufmodblueprintstatics-bussetpaused-incorrect-behavior/15686/2 "2020-05-01T05:25:26Z")

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Rather than pausing the bus, you should use `UFMODBlueprintStatics::MixerSuspend/Resume` instead, this will actually pause the FMOD System.
