# Unity Android app won't start second time

**URL:** <https://qa.fmod.com/t/unity-android-app-wont-start-second-time/23448>\
**Category:** Unity\
**Tags:** unity\
**Created:** [October 10, 2025, 1:29pm UTC](https://qa.fmod.com/t/unity-android-app-wont-start-second-time/23448 "2025-10-10T13:29:52Z")\
**Posts on this page:** 1\
**Showing post:** 12

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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:** [October 29, 2025, 2:00am UTC](https://qa.fmod.com/t/unity-android-app-wont-start-second-time/23448/12 "2025-10-29T02:00:45Z")

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Thank you for the update and the log message!

> [@Xroft666](#):
>
> so RuntimeManager’s OnDestroy is assumingly does what it should to release everything, what else can I do to force terminate all threads?

Yes, `RuntimeManager.OnDestroy()` already handles the normal FMOD shutdown sequence. There isn’t a supported way to force terminate all threads as far as I’m aware, but you could try calling [Studio::System::flushCommands](https://www.fmod.com/docs/2.03/api/studio-api-system.html#studio_system_flushcommands) before Unity quits, to let pending destroy callbacks run.

> [@Xroft666](#):
>
> [FMOD] EventInstance::flushReleaseQueue : Event instance has programmer sounds pending release, update thread will be blocked until programmer sounds are released.

That warning is expected if an event is stopped or released while it still has programmer sounds waiting to be destroyed.

It doesn’t necessarily mean the system is stuck. It just indicates FMOD is waiting for those programmer sounds to finish releasing.

There’s a good explanation of this behavior in this forum thread:

> [@Stop immediate throws warnings on programmer sounds unity](https://qa.fmod.com/t/stop-immediate-throws-warnings-on-programmer-sounds-unity/16738/2):
>
> [Studio::EventInstance::release](https://www.fmod.com/resources/documentation-api?version=2.1&page=studio-api-eventinstance.html#studio_eventinstance_release) marks an event instance to be released as soon as it is stopped. We therefore generally recommend calling Studio::EventInstance::release as soon as you start the event instance, so that it can be cleaned up immediately as soon as it finishes playing. Since you are only calling Studio::EventInstance::release after the event has stopped, FMOD is warning you that the event’s sounds cannot be released because the event has not been marked for release. If you allow an …

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