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Question by Darken · Feb 01, 2015 at 05:50 PM · fmoduntiy

Fmod + Unity Stop Event Problem

Hello, I am using Fmod with unity, I am checking to see if I can fully control the system. I managed to play a sound and control a parameter, but it seems that I can't stop the sound the StopMusic () function doesn't work, please help

     private FMOD.Studio.ParameterInstance cutoff;
     private FMOD.Studio.EventInstance musicEvent;
     private float val;
         // Use this for initialization
         void Start ()
         {
             musicEvent = FMOD_StudioSystem.instance.GetEvent ("event:/Music/Music");
 
             if(musicEvent.getParameter("MusicFader",out cutoff) != FMOD.RESULT.OK)
             {
                 Debug.LogError("MusicFader is not a prameter on the event");
                 return;
             }
 
             cutoff.getValue(out val);
         }
     
         // Update is called once per frame
         void Update ()
         {
             if(Input.GetKey(KeyCode.Keypad1))
             {
                 val += Time.deltaTime;
                 cutoff.setValue(val);
                 print (val);
             }
             if(Input.GetKey(KeyCode.Keypad2))
             {
                 val -= Time.deltaTime;
                 cutoff.setValue(val);
                 print (val);
             }
     
         }
         public void PlayMusic()
         {
         print ("Yayt");
         //musicEvent = FMOD_StudioSystem.instance.GetEvent ("event:/Music/Music");
         print (val);
         musicEvent.start ();
 
         }
     public void StopMusic()
     {
         print ("StopMusic");
         musicEvent.stop (FMOD.Studio.STOP_MODE.IMMEDIATE);
         musicEvent.release ();
 
         
     }
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Answer by Darken · Feb 02, 2015 at 12:24 AM

I got it!, I had 2 of those scripts in the scene. One Instance was calling the play function and then the other was calling the stop function on itself.

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Answer by prabakarsjn · Oct 17, 2018 at 11:41 AM

try bellow code

using System.Collections; using System.Collections.Generic; using UnityEngine; using FMODUnity; public class playFgmsound : MonoBehaviour { // Use this for initialization FMOD.Studio.EventInstance inst; void Start () { inst = FMODUnity.RuntimeManager.CreateInstance("event:/bgm"); FMODUnity.RuntimeManager.AttachInstanceToGameObject(inst,transform,GetComponent()); playsound(); }

 // Update is called once per frame
 void playsound () {
     // RuntimeManager.PauseAllEvents(true);
     inst.start();
     StartCoroutine(resumeEvents());

 }

 IEnumerator resumeEvents()
 {
     yield return new WaitForSeconds(5);
     // RuntimeManager.PauseAllEvents(false);
     inst.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT);
 }

}

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