When sending the game to background on iOS, the sound is immediately cut instead of letting the system fade it out as it does by default.
I then noticed that there’s code specifically doing that in the RuntimeManager in the Unity integration via
OnApplicationFocus. When I comment out the whole function everything works as expected. This leaves me puzzled though why the function exists in the first place?
Is there a reason why I have to/ should call
lowlevelSystem.mixerSuspend() because to me it seems everything works fine if I don’t.