If you would like to just change the sound to something less annoying instead of disabling it completely, you can go to Change system sounds from Start Menu (or under Control Panel -> Hardware and Sound -> Sound) and change the Critical Stop sound to something like "Windows Default" or "Windows Ding".

@oliviabrownthe completion sound can be enabled and disabled in the Settings. To access Settings (in the mobile and desktop versions), from the main (top-level) screen, select your name in the upper left corner and select Settings. Once in the Settings screen, you can enable or disable "Play completion sound". Hope this helps.


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@oliviabrown On my Macbook, I discovered that in addition to having "Play Completion Sound" checked in To Do Preferences, I also needed to check "Play user interface sound effects" in Mac OS's Sound->Sound Effects settings.

My app is a 3D desktop C++ game that uses WM_CHAR and Direct Input (API needs upgraded) to make use of the ALT key. I am actually using the ALT+* commands in my program, but Windows has no way of knowing that. Is there any way to inform it so, to make it stop playing the sound effect?

Edit: After some research, it appears that handling WM_SYSCHAR will stop Windows from playing sounds, but it also blocks all of the standard windows functionality, such as ALT+F4 (Alt+Tab still works). I'm not a fan of this, so hoping someone knows of a simple method to stop the sound alone. I can manually handle ALT+F4, but can't imagine what other commands I'm likely blocking.

Outlook may also play a sound for errors and alerts that you receive. For example, if you try to Dismiss All reminders from the Reminder dialog box, you may receive a warning or informational message. Other tasks that may have audible alerts include:

In the Sound dialog box, you can select an item from the Program Events list to change the sound associated with the event. To never play a sound for that event, regardless of your other Windows sound settings, use the Sounds dropdown box and choose (None) from the very top of the list. 


My next idea would be to

A) Dont loop the playback, and see if the sound plays to completion, as you would expect.

B) alter the length of the file you are using, and see if that alters the loop interval. I think that would tell us if the problem depends on the length of the file, or its a fixed problem in your code.

On Windows Phone, a game can have a maximum of 16 total playing SoundEffectInstance instances at one time, combined across all loaded SoundEffect objects. The only limit to the total number of loaded SoundEffectInstance and SoundEffect objects is available memory. However, the user can play only 16 sound effects at one time. Attempts to play a SoundEffectInstance beyond this limit will fail. On Windows, there is no hard limit. Playing too many instances can lead to performance degradation. On Xbox 360, the limit is 300 sound effect instances loaded or playing. Dispose of old instances if you need more.

Audio categories (selected by applications) are mapped to audio modes (defined by drivers). Windows defines seven audio signal processing modes. OEMs and IHVs can determine which modes they want to implement. It is recommended that IHVs/OEMs utilize the new modes to add audio effects that optimize the audio signal to provide the best user experience. The modes are summarized in the table shown below.

It is possible for applications to ask what effects would be applied to a specific stream for either RAW or non- RAW processing. Applications can also ask to be notified when the effects or raw processing state change. The application may use this information to determine if a specific streaming category like communication is available, or if only RAW mode is in use. If only RAW mode is available, the application can determine how much audio processing of its own to add.

Applications should request the optimal audio effect processing, regardless of the audio hardware configuration. For example, tagging a stream as Communications will let Windows know to pause background music.

I am using the 2017.0.2 Premiere release on Windows 10. A small but annoying issue. My favourite way to nudge clips in Premiere is with the alt key+ < or >. But every nudge using this shortcut as of a version or two ago of Premiere causes Windows to ring out with a system sound (the one called 'Asterisk'). To me it seems like although Premiere reads the shortcut as valid and performs the nudge, Windows is somehow reading the use of the alt key as an incorrect operation. I have another editor friend on Windows 10 who indicated he has the same issue with the alt key, and that setting the work area bar with alt+ [ or ] causes the same sound. I'm hoping someone has an idea of how to stop this annoying problem.

(This is still an issue because Adobe) I didn't really like this solution personally because the same default beep plays when testing audio levels in the sound settings, and I use that a lot. Best solution for me is to keep that as it is, then in Premiere replace the keyboard shortcut (Under Edit>Keyboard Shortcuts) with Alt+Del instead of Alt+Backspace.

Now, this is still annoyed experience when using Pr, it's even very challenging to assign shortcut with Alt key. I see that Adobe could do something more to stop that annoyed sound. I didn't experience that beep sound in After Effect.

Try turning off your sticky keys through the windows start menu. Press WINDOWS KEY, type "Ease of Access Keyboard", open the app. on the right side there should be an open for USE STICKY KEYS that has a checkbox saying, "Allow the shortcut key to start Sticky Keys". Make sure that option is unchecked because apparently when using photoshop users will hit the shift key multiple times and it will activate the sticky keys feature and then start making everything beep. I just had the issue and this *SEEMS* to have fixed it, but I won't know until it happens again... (fingers crossed that never happens)

The correct answer is to disable the default sound for your entire system? That seems like Adobe's problem, not Windows. I have submitted a request with Adobe to disassociate the default system tone with every modifier click in Premiere. Hopefully others will do the same.

Like so many "correct answers" here on the forums, this is absolutely not a solution. "Turn off the Windows default sound" (thus, disabling the default sound for EVERY other aspect of the computer's use) is certainly not the solution. The solution is Adobe FIXING THE ISSUE. I should not hear the default ERROR tone every time I press Alt-[every button]. This means regularly used shortcuts like adjusting the work area ( ALT-[ or ] ), shifting clips ( ALT-< or > ), etc., etc. So annoying, and something that's been an issue for a long time.

Still a issue. I've tried reaching out on a couple occassions and they just pass the ball. It's a windows feature and our feature is working as intended. If there intention is to annoy the heck out of their users. Then GREAT SUCCESS!!


I have yet to find a solution. I tried the Sticky keys, Mine was already off and turning it off ( to see what would happen) made it worse. 


So, its a constant DING DING DING.

I assume that deselecting this would not affect actual system sounds. Mine was already deselected, and I'm not having the problems described here. But this is an old thread, Windows behaviors may have changed, and there are multiple issues being discussed.

The solution to this for me was to restart the FX Sound application in Task Manager. The sound would return to normal right after. I suspect this releases whatever resources were overflowing and purges whatever buffers have exhausted itself.

I hope that this project will grow to the possibility of such sound manipulations as Viper4Android FX - although I have not used it for several years, fxSound reminds me of it. If we make a group of committed people willing to spend a few bucks and support being here as well, then who knows? Modded windows 13 kernel with DirectX 20 performance pathes and custom Microsoft Store in 6 sizes

Too complicated for me.

I really like the enhancement effect of FXSound and since I have no alternative, what I do is, every time the PC goes without sound, I go to settings and modify the input. It works, but it is very heavy.

Ideally, someone would find a way to make it all work.

I probably need to do a video unless this is an easy issue, since it's kinda hard to describe. It feels like an errant surround sound feature that's imposing its will on the audio despite the computer not being in a surround sound mode (see specs below). It's like a misconfiguration with my speakers, like Windows 11 doesn't understand my speaker configuration and is trying to send the sound to speakers that aren't plugged in. You hear sort of an echo-y effect-y hint that the dialogue is still playing, as if the speakers are being treated as FRONT speakers and the dialogue would be rendered in rear speakers if they were actually there. The net effect of this is that any dialogue off-camera ->behind

It's like Windows 11 tries and fails to do something spatial with the sound in stereo, like faux surround sound or something, and it's just not cooperating with GW2. Either that or GW2 does implement a change in sound when the sound source is behind us as an intended effect in the game, but there's something about how Windows 11 handles it that makes this less audible than usual?

Hey! Did you eventually solve this issue? I just updated to Win11 and experiencing the exact same thing. All good when talking NPC is in sight of the camera. However, as soon as I turn the camera away from the NPC, the dialog fades away to extremely low volume. Only occurs with speaker/soundbar, headphones work perfectly. 0852c4b9a8

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