FaceTime kills sounds in Fmod

So FMOD on iOS is working fine until a FaceTime call comes in. After that happens I get the following log output:

2021-01-30 17:52:53.365733 3d[2668:2219906] Application will resign active
2021-01-30 17:52:54.019239 3d[2668:2219906] Interruption Began
2021-01-30 17:53:01.281043 3d[2668:2219906] Interruption Ended
2021-01-30 17:53:02.235715 3d[2668:2219906] Application did become active

Then there is no sound that continues playing as well as new sounds also do not play. I have tested this in both my game and the sample examples provided by FMOD. The result is the same in either case.

I am using FMOD version 2.01
iOS version: 10.1.1
XCode version: 10.3

Thank you for any help anyone can give me.

BTW I just managed to fix this by adding mixerSuspend and mixerResume calls… I saw this in the documentation at:

https://fmod.com/resources/documentation-api?version=2.0&page=platforms-ios.html#handling-interruptions

I’m surprised that this is not in the demo code that is provided with the SDK.

I’m glad to hear you were able to get it working.

Thanks for bringing this omission to our attention. I’ve added “update our code examples to include mixerSuspend and mixerResume” to our feature/improvement tracker.