# Event callbacks don't work if other audio is playing on iOS

**URL:** <https://qa.fmod.com/t/event-callbacks-dont-work-if-other-audio-is-playing-on-ios/22465>\
**Category:** Unity\
**Tags:** ios, unity\
**Created:** [December 31, 2024, 8:26pm UTC](https://qa.fmod.com/t/event-callbacks-dont-work-if-other-audio-is-playing-on-ios/22465 "2024-12-31T20:26:15Z")\
**Posts on this page:** 1\
**Showing post:** 9

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**Author:** ![janne-hmp](https://avatars.discourse-cdn.com/v4/letter/j/0ea827/32.png) [@janne-hmp](https://qa.fmod.com/u/janne-hmp)\
**Post date:** [August 4, 2025, 10:01am UTC](https://qa.fmod.com/t/event-callbacks-dont-work-if-other-audio-is-playing-on-ios/22465/9 "2025-08-04T10:01:17Z")

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I had a similar problem with the same underlying cause, and I got it fixed with the latest code proposed above but using .NET for iOS bindings, as per the following link: [iOS sounds not working after watching an ad in Safari - #5 by janne-hmp](https://qa.fmod.com/t/ios-sounds-not-working-after-watching-an-ad-in-safari/22974/5)

I didn’t have to change the AVAudioSessionCategory, just the IOBufferDuration and the PreferredSampleRate.

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_[View the full topic](https://qa.fmod.com/t/event-callbacks-dont-work-if-other-audio-is-playing-on-ios/22465)._
