# Ios 18 issues

**URL:** <https://qa.fmod.com/t/ios-18-issues/23204>\
**Category:** Unity\
**Created:** [July 29, 2025, 8:34am UTC](https://qa.fmod.com/t/ios-18-issues/23204 "2025-07-29T08:34:18Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![li\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/li_fmod/32/6577_2.png) [@li\_fmod](https://qa.fmod.com/u/li_fmod)\
**Post date:** [July 31, 2025, 5:57am UTC](https://qa.fmod.com/t/ios-18-issues/23204/5 "2025-07-31T05:57:13Z")

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Thank you for sharing the video.

I downloaded the game and was able to reproduce a similar issue. After watching an ad with audio playing, the in-game sound stops once the ad finishes. I had to swipe out of the app and return to it to get the sound working again.

I’m not 100% certain if the video you shared is directly related to this issue, but it does seem similar to one discussed here:

> [@Event callbacks don't work if other audio is playing on iOS](https://qa.fmod.com/t/event-callbacks-dont-work-if-other-audio-is-playing-on-ios/22465/4):
>
> Thanks for the video demonstrating the issue, and for testing the repro for it so thoroughly yourself! I’ve done a bit of a deep dive into it, and the issue is due to other applications using a larger buffer size for audio than FMOD. FMOD uses what is half the usual buffer on iOS to provide audio with lower latency (512 samples in FMOD for Unity settings → Platform Specific → DSP Buffer Settings → DSP Buffer Length). When FMOD audio is suspended in favor of other applications, the buffer than i…

I’d recommend giving it a read to see if any of the suggestions apply to your case.

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_[View the full topic](https://qa.fmod.com/t/ios-18-issues/23204)._
