# Audio doesn't work when starting an iOS build until tabbing in and out

**URL:** <https://qa.fmod.com/t/audio-doesnt-work-when-starting-an-ios-build-until-tabbing-in-and-out/17715>\
**Category:** Unity\
**Created:** [September 25, 2021, 4:14am UTC](https://qa.fmod.com/t/audio-doesnt-work-when-starting-an-ios-build-until-tabbing-in-and-out/17715 "2021-09-25T04:14:27Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![wildboystudios](https://avatars.discourse-cdn.com/v4/letter/w/7cd45c/32.png) [@wildboystudios](https://qa.fmod.com/u/wildboystudios)\
**Post date:** [September 25, 2021, 4:14am UTC](https://qa.fmod.com/t/audio-doesnt-work-when-starting-an-ios-build-until-tabbing-in-and-out/17715/1 "2021-09-25T04:14:27Z")

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Unity Version 2020.3.14  
Fmod Integration Version 2.01.07

The only useful log I can find is this one:

AVAudioSession\_iOS.mm:1149 Deactivating an audio session that has running I/O. All I/O should be stopped or paused prior to deactivating the audio session.

When tabbing in and out I can see that the mixer gets suspended and then resumed → which brings the audio back.

Is this some known issue? I’ve recently migrated from 1.5 to 2 - and it’s working fine on Mac and the editor.

Thanks!

---

<div class="post-metadata">

**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [September 27, 2021, 11:57pm UTC](https://qa.fmod.com/t/audio-doesnt-work-when-starting-an-ios-build-until-tabbing-in-and-out/17715/2 "2021-09-27T23:57:41Z")

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[Manually handling interrupts](https://fmod.com/resources/documentation-api?version=2.02&page=platforms-ios.html#handling-interruptions) is a requirement for iOS, but you shouldn’t need to do so in order to get audio running in the first place. Can you please set your _Logging Level_ to “LOG” in the FMOD Unity Settings and share the full log from the app’s launch up until tabbing in and out and getting audio output?  
Can you also please try adding `mixerSuspend` and `mixerResume` at some point in the games initialization, perhaps in one of you Start() calls:

```auto
FMODUnity.RuntimeManager.CoreSystem.mixerSuspend();
FMODUnity.RuntimeManager.CoreSystem.mixerResume();

```

And let me know if that gets audio outputting without needing to tab in and out?
