Unity Version: 2021.3.11f1
FMOD For Unity Version: 2.02.13
Ironsource Plugin for Unity Version: 126.96.36.199
When running my Unity game on iOS, the FMOD music plays normally when the game starts.
When I play an ad via the Ironsource Ad SDK (Currently the recommended and officially supported ad provider for Unity), the music stops when the ad runs (expected behavior). However, when the ad completes, I hear a single note of the FMOD music resume, then the music stops permanently. Nothing I seem to do brings the music back after this except:
- Pressing the iOS home button then returning to the game (odd that this fixes it)
- Restarting the app
Both of these actions restore the FMOD music until another ad is played.
This issue does not occur at all on Android, the music pauses when ads begin and resumes normally when the ad completes, as expected.
This is an issue I have been experiencing for some months. I have had a VERY long support ticket open with Ironsource, however after much investigation on their part, they say the issue seems to be with FMOD. They have told me they are handling the starting and stopping of game audio correctly under the hood on their end.
This seems to be confirmed if I add a normal, non-FMOD audio source to my scene, this standard Unity music/audio behaves as expected. Stopping and starting before and after the ad plays (when configured to do so) and playing throughout the ad if Ironsource is configured for that behavior instead.
Contrary, no matter what I seem to do with the Ironsource configuration, the FMOD audio always stops when the ad begins and never returns properly afterward. Only a single note playing post-ad and then stopping permanently.
I have tried calling RuntimeManager.CoreSystem.mixerResume (); when the add finishes, based on an old forum post. But this did nothing to help.
I also tried downloading a brand new version of FMOD Studio (2.02.14) and opened the FMOD project with that (as the original FMOD project was made with a much older version). The Project upgraded just fine to the new version and sounded fin in Studio. I then built the project, and Unity (as expected) detected updated banks and refreshed them. Upon building the game for iOS, the same issue is experienced.
I do not know what else to try.
If anyone has any suggestions, or if I can give any additional information, please let me know.
This issue is driving me totally crazy, so if anyone could assist I would very much appreciate it.