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Hi. I’ve just started playing around with FMOD. From what I can see so far the only way to pause a sound is to pause the instance of the channel the sound is playing in? Is this correct? Which means every instance of a sound object will have its own instance of a channel, which it’s channel will have i.e. 100 virtual voices aswell…

Cheers! 😆

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Yes, that is normal, or you could pause a whole lot at once using ChannelGroup::overridePaused.

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