We have certain sequences in our mobile game that rely on an fmod event callback in order to proceed.
This works well, even when we have the audio muted, since I guess the audio is virtualized and event callbacks are still emitted.
The problem is specifically on iOS (haven’t tested Android yet), when there is audio already playing in the background from another app, it seems fmod studio doesn’t run at all, and there are no events emitted, which means certain parts of our game break.
I tried “Mute other audio sources” in Unity, to force other audio to stop when our game is launched, to ensure FMOD Studio runs, but it seems it doesn’t work when we used FMOD Studio.
Is there a workflow / setting here that I’m missing that avoids this issue? The best I can come up with is to somehow check if FMOD has initialized or if the event is playing (not sure what is appropriate), and if it doesn’t, just skip the part where it waits for the callback. Or just add a timer to the callback waiting so that it moves on after it has waited a really long time.
Neither are great workarounds since they will require more work, so I’m wondering if there’s a simpler solution I’m missing here.
We use Unity 6 and FMOD 2.02.23