# Fmod sound failed to resume after using ios voice input

**URL:** <https://qa.fmod.com/t/fmod-sound-failed-to-resume-after-using-ios-voice-input/14377>\
**Category:** Unreal Engine\
**Created:** [February 18, 2019, 8:32am UTC](https://qa.fmod.com/t/fmod-sound-failed-to-resume-after-using-ios-voice-input/14377 "2019-02-18T08:32:21Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![wtyqm](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/wtyqm/32/138_2.png) [@wtyqm](https://qa.fmod.com/u/wtyqm)\
**Post date:** [February 18, 2019, 8:32am UTC](https://qa.fmod.com/t/fmod-sound-failed-to-resume-after-using-ios-voice-input/14377/1 "2019-02-18T08:32:21Z")

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Hi, our UE4 game using fmod to play sound. We found our game background music would stop when user start to use system voice input in virtual keyboard, and the music can’t resume after the input finished. But if we use UE4 sound api, there is no problem about resuming. So I think it’s a fmod related problem.

 ![](https://i.stack.imgur.com/1lpAvl.png)

After sound pause, if I call MixerResume,the sound would resume. But I don’t think it’s a good way to solve this problem, because it not us to pause the sound manually.

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [February 26, 2019, 4:11am UTC](https://qa.fmod.com/t/fmod-sound-failed-to-resume-after-using-ios-voice-input/14377/2 "2019-02-26T04:11:27Z")

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It looks like it may have something to do with the AVAudioSession category:  
[https://developer.apple.com/library/archive/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionBasics/AudioSessionBasics.html](https://developer.apple.com/library/archive/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionBasics/AudioSessionBasics.html)
