CancelInvoke cant cancell,Updating InvokeRepeating

I don’t understand what I am doing wrong, and why, but when I do CancelInvoke inside Update, its still executing, i can still hear the audio, and transformations.

using UnityEngine;
using Random = UnityEngine.Random;

public class TelephoneBooth : MonoBehaviour
{
    public AudioClip ringSound;
    public AudioSource source;
    public bool _isOpen;
    void Start()
    {
        //Open();
    }
private void Update()
{
    if (_isOpen && !IsInvoking("Open"))
    {
        Invoke ("Open", 3);
        Debug.Log("Invoked");
    }
    
    if (!_isOpen && IsInvoking("Open"))
    {
        CancelInvoke ("Open");
        Debug.Log("CANCEL");
    }
}
    void Open()
    {
        InvokeRepeating("Ring", 0, 3.0f);
        InvokeRepeating("ShakeThePhone", 0, 0.1f);
    }
    void Ring()
    {
        source.PlayOneShot(ringSound);
    }
    void ShakeThePhone()
    {
        transform.localScale = new Vector2(1f, Random.Range(0.1f, 0.3f)+1f );
    }
}

Hi,
I think it might be because you are not specifically cancelling the invoke of Ring and ShakeThePhone. The Open method is cancelled but there’s not a distinct cancel of the other methods.
Try replacing CancelInvoke(“Open”); with CancelInvoke(); This will cancel all invoked methods.