Hi,
I have a problem with FMODUnity.RuntimeManager.MuteAllEvents().
I want to mute all sounds on Master Bus “bus:/” and it should work straight away I think. There are no errors in Unity console, no warnings etc.
FMODUnity.RuntimeManager.PlayOneShot() works perfectly. Controlling custom parameters from Unity works great.
Are there any special things to consider while using MuteAllEvents()?
I’ve searched on various sites for solution but found nothing
masterBus = FMODUnity.RuntimeManager.GetBus(masterBusString);
masterBus.setVolume(float); - works great
masterBus.setPause(bool); - works great
masterBus.setMute(bool); - doesn’t work at all…
So workaround for now is to use masterBus.setVolume(0.0f)/masterBus.setVolume(1.0f) to simulate mute/unmute or just masterBus.setPause(true/false).
The question remains - why setMute() does not work?
I know this is old, but if the problem is only in Unity Editor, then it is caused by RuntimeManager Update function, which calls MuteAllEvents(UnityEditor.EditorUtility.audioMasterMute);
So to mute sounds in Unity Editor, you need to do sth like this: