# Understand FMOD Voices Stop

**URL:** <https://qa.fmod.com/t/understand-fmod-voices-stop/18893>\
**Category:** FMOD Studio\
**Created:** [June 14, 2022, 6:14pm UTC](https://qa.fmod.com/t/understand-fmod-voices-stop/18893 "2022-06-14T18:14:09Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![ymeunier](https://avatars.discourse-cdn.com/v4/letter/y/f07891/32.png) [@ymeunier](https://qa.fmod.com/u/ymeunier)\
**Post date:** [June 14, 2022, 6:14pm UTC](https://qa.fmod.com/t/understand-fmod-voices-stop/18893/1 "2022-06-14T18:14:09Z")

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I come from Wwise and FMOD is also Event based.

I try to understand well the mechanism of stopping sounds using FMOD.

In Wwise , we stop sound using Events and we can stop per game object or globally the voices.

I was able to STOP sound using the Component of FMOD that you provide within the integration or via script using your API based on your documentation.  
[https://documentation.help/FMOD-API/FMOD\_Studio\_EventInstance\_Stop.html](https://documentation.help/FMOD-API/FMOD_Studio_EventInstance_Stop.html)

Although is there a concept of killing globally the voice or By GameObject ?

Can you stop a sound event directly in FMOD , Like from a Normal Play Event sound that kill another sound.

The project I uses right now is in Unity , but I also have FMOD unreal project where it was done via blueprint.

But Directly from FMOD SoundEngine are we able to Create Stop Events ?

Thank You

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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:** [June 18, 2022, 4:35pm UTC](https://qa.fmod.com/t/understand-fmod-voices-stop/18893/2 "2022-06-18T16:35:21Z")

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Using the Unity Event Emitter component works a bit different than using the FMOD Studio API directly.

When using the Event Emitter, if you wish to stop an individual event, you can either call `StudioEventEmitter.StopEvent()` or you can place the spawned event instance into a variable and call `EventInstance.stop()`. If you place the event instance into a variable it will also grant you access to every command in the FMOD Studio API for event instances (the Event Emitter only has a limited amount of commands that can be called in a limited way). You can only place an event instance into a variable _after_ calling `StudioEventEmitter.PlayEvent()` otherwise the spawned event instance will not work as you expect it to.

[https://www.fmod.com/resources/documentation-unity?version=2.02&page=api-studioeventemitter.html](https://www.fmod.com/resources/documentation-unity?version=2.02&page=api-studioeventemitter.html)

[https://www.fmod.com/resources/documentation-api?version=2.02&page=studio-api-eventinstance.html](https://www.fmod.com/resources/documentation-api?version=2.02&page=studio-api-eventinstance.html)

If you wish to stop and release all instances of the same event playing, you will need to grab the event description of a spawned event instance (as described above) and then call `EventDescription.releaseAllInstances()`

[https://www.fmod.com/resources/documentation-api?version=2.02&page=studio-api-eventdescription.html#studio\_eventdescription\_releaseallinstances](https://www.fmod.com/resources/documentation-api?version=2.02&page=studio-api-eventdescription.html#studio_eventdescription_releaseallinstances)
