# FMOD starting on mobile with NOSOUND

**URL:** <https://qa.fmod.com/t/fmod-starting-on-mobile-with-nosound/24539>\
**Category:** Unity\
**Created:** [October 1, 2026, 12:59am UTC](https://qa.fmod.com/t/fmod-starting-on-mobile-with-nosound/24539 "2026-10-01T00:59:43Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![lordmortis](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/lordmortis/32/4632_2.png) [@lordmortis](https://qa.fmod.com/u/lordmortis)\
**Post date:** [October 1, 2026, 12:59am UTC](https://qa.fmod.com/t/fmod-starting-on-mobile-with-nosound/24539/1 "2026-10-01T00:59:43Z")

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So we’re getting a weird situation where (a very small) number of our players (on iOS and Android) are getting no audio.

We’ve noticed that at least on iOS when this occurs, FMOD initialized with NOSOUND:  
`14:05:17.622|Info| FMod output type is: NOSOUND`  
`14:05:17.622|Info| FMod DSP buffers are: 4 * 512`

Why might FMOD be doing this?

Our logging level is set to “Warning” but we aren’t currently logging API Errors or memory tracking so should I be tweaking this to try and get more information? (Our telemetry captures unity debug logs, but nothing else at the moment so will this be sufficient?)

Is there a way we can possibly reinitialize FMOD from Unity if we detect the wrong kind of sound device?

It’s also important to note: in most cases a restart of the game or reboot of the device will fix the issue, though the users aren’t noting an issue where other apps / games have no audio.
