# Where is the sound

**URL:** https://qa.fmod.com/t/where-is-the-sound/16370
**Category:** Unity
**Created:** [October 28, 2020, 6:52pm UTC](https://qa.fmod.com/t/where-is-the-sound/16370 "2020-10-28T18:52:15Z")
**Posts on this page:** 4
**Page:** 1

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### Author: ![Adrian66](https://avatars.discourse-cdn.com/v4/letter/a/13edae/32.png) [@Adrian66](https://qa.fmod.com/u/Adrian66)
#### Post date: [October 28, 2020, 6:52pm UTC](https://qa.fmod.com/t/where-is-the-sound/16370/1 "2020-10-28T18:52:15Z")

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Hello,

I have a question. When play a StudioEventEmitter in Scene1, if you don’t stop the audio and you go to Scene2, the audio continues playing. Where is de audio?? I can’t see it in the hierarchy (like a DontDestroyOnLoad or similar). How can i stop this audio on Scene 2? There are any method for seach de EventEmiter? I can’t found this on de Api description.

Thanks for all!

Adrián

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### Author: ![Harrishun](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/harrishun/32/655_2.png) [@Harrishun](https://qa.fmod.com/u/Harrishun)
#### Post date: [October 29, 2020, 3:21am UTC](https://qa.fmod.com/t/where-is-the-sound/16370/2 "2020-10-29T03:21:16Z")

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On the Studio Event Emitter component that continues to play, have you set the “Stop Event” property to anything? From my understanding, StudioEventEmitters tell the FMOD Engine to play a sound and control when that sound stops, if you haven’t set the emitter to stop playing the sound, the engine will continue to play it.

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### Author: ![Adrian66](https://avatars.discourse-cdn.com/v4/letter/a/13edae/32.png) [@Adrian66](https://qa.fmod.com/u/Adrian66)
#### Post date: [October 29, 2020, 8:49am UTC](https://qa.fmod.com/t/where-is-the-sound/16370/3 "2020-10-29T08:49:46Z")

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Yes, i know how stop it. But i want to know where is the sound when you dont stop. And how find any sound . Thanks!

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### Author: ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)
#### Post date: [November 5, 2020, 11:58pm UTC](https://qa.fmod.com/t/where-is-the-sound/16370/4 "2020-11-05T23:58:06Z")

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The handle to an event emitter is tied to the scene that contains that emitter, and only exists as long as that scene is active. As a result, if you want to manually stop an emitter, you have to do it in the scene that contains that emitter.

Unity does support having multiple scenes active at a time, so it’s generally possible to keep an emitter around while the player’s focus is on a different scene.
