# FMOD fails to initialize on iOS after shutting down then quickly restarting app

**URL:** https://qa.fmod.com/t/fmod-fails-to-initialize-on-ios-after-shutting-down-then-quickly-restarting-app/12464
**Category:** FMOD Studio
**Created:** [April 26, 2016, 2:46am UTC](https://qa.fmod.com/t/fmod-fails-to-initialize-on-ios-after-shutting-down-then-quickly-restarting-app/12464 "2016-04-26T02:46:32Z")
**Posts on this page:** 1
**Showing post:** 5

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### Author: ![smarison](https://avatars.discourse-cdn.com/v4/letter/s/96bed5/32.png) [@smarison](https://qa.fmod.com/u/smarison)
#### Post date: [April 28, 2016, 7:31pm UTC](https://qa.fmod.com/t/fmod-fails-to-initialize-on-ios-after-shutting-down-then-quickly-restarting-app/12464/5 "2016-04-28T19:31:54Z")

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I think I found a fix. Once I ensured we had the audio sesstion setActive call, I was able to catch that it was also failing.

In another FMOD forum post someone on the FMOD team mentioned: “We had some troubles a while back with certain devices reporting init errors because the internal audio state was in flux. Generally closing the FMOD system and try again was sufficient to recover.”

So, I took that 1 level lower, and would retry (after a small sleep) the setActive call, and it works.

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