# Wrong audio volumes and interesting sound changes

**URL:** <https://qa.fmod.com/t/wrong-audio-volumes-and-interesting-sound-changes/17942>\
**Category:** FMOD Studio\
**Created:** [November 11, 2021, 8:43am UTC](https://qa.fmod.com/t/wrong-audio-volumes-and-interesting-sound-changes/17942 "2021-11-11T08:43:59Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![neocoregames](https://avatars.discourse-cdn.com/v4/letter/n/bc8723/32.png) [@neocoregames](https://qa.fmod.com/u/neocoregames)\
**Post date:** [November 11, 2021, 8:43am UTC](https://qa.fmod.com/t/wrong-audio-volumes-and-interesting-sound-changes/17942/1 "2021-11-11T08:43:59Z")

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Hi there.

I figure out an interesting bug in FmodStudio Build#116632.:  
I play an event that has multi sound and 3d then the first play is 50% lower volumes then the coming… after switch to another ewevent i get the same…! i figure out when i recreate the event liek add new and paste all the parameters from the previous bad working event the neverything is fine and is get more powerfull volumes. but now i have hundreds of events so i can not recreate all of them that impossible to do that.

Also the other problem is playing a sound in async on and off there is a massive sound differencies.! Maybe its a bug in the used Fmod Studio version 2.01.10 64bit… meanwhile i update the latest version and chek the founded issues again…

see and hear the attached file in my profile…Processing: knightstale\_soundeffects.fspro\_ - Event Editor 2021-11-11 09-34-14.mp4…

Thank you for your help

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**Author:** ![neocoregames](https://avatars.discourse-cdn.com/v4/letter/n/bc8723/32.png) [@neocoregames](https://qa.fmod.com/u/neocoregames)\
**Post date:** [November 11, 2021, 9:12am UTC](https://qa.fmod.com/t/wrong-audio-volumes-and-interesting-sound-changes/17942/2 "2021-11-11T09:12:00Z")

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update, in the latest studio version the problem is still there… i think its a migrating problem or something.  
I figure out the ADSR modulation is maybe stuck in some events, but ther is no ADSR modulation inserted. so i just insert a new and remove all and the volumes gets good again. But still not fixed in all the events…

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**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [November 11, 2021, 2:53pm UTC](https://qa.fmod.com/t/wrong-audio-volumes-and-interesting-sound-changes/17942/3 "2021-11-11T14:53:30Z")

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There’s a lot of places to mess up with volume… I wrote [that post](https://qa.fmod.com/t/problem-with-volume-fmod-unity-daw/17660/4) as a recap. Maybe double check those points…

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**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:** [November 12, 2021, 3:33am UTC](https://qa.fmod.com/t/wrong-audio-volumes-and-interesting-sound-changes/17942/4 "2021-11-12T03:33:44Z")

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The only thing I can see is that the `axe_normal_hit` event’s multi-instrument’s fader has some kind of automation or modulation on it that I can’t see in the video.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/3/39db38cd0661cf95bb3c7c24e8bdefb6e166d2be.jpeg)

If possible, are you able to provide us a copy of this event in a blank project? You can right click \> copy the event and paste into a blank project and send that over. For privacy reasons feel free to DM me a link to the project if that’s alright.
