# FaceTime kills sounds in Fmod

**URL:** https://qa.fmod.com/t/facetime-kills-sounds-in-fmod/16706
**Category:** FMOD Engine
**Created:** [January 31, 2021, 12:27am UTC](https://qa.fmod.com/t/facetime-kills-sounds-in-fmod/16706 "2021-01-31T00:27:02Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![vspyder](https://avatars.discourse-cdn.com/v4/letter/v/9f8e36/32.png) [@vspyder](https://qa.fmod.com/u/vspyder)
#### Post date: [January 31, 2021, 12:27am UTC](https://qa.fmod.com/t/facetime-kills-sounds-in-fmod/16706/1 "2021-01-31T00:27:02Z")

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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](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.

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<div class="post-metadata">

### Author: ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)
#### Post date: [February 1, 2021, 10:49pm UTC](https://qa.fmod.com/t/facetime-kills-sounds-in-fmod/16706/2 "2021-02-01T22:49:36Z")

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

> [@vspyder](#):
>
> 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](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.

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.
