# Unity FMOD in WebGL, when losing focus, the sound becomes very strange

**URL:** https://qa.fmod.com/t/unity-fmod-in-webgl-when-losing-focus-the-sound-becomes-very-strange/22008
**Category:** Unity
**Tags:** unity
**Created:** [August 16, 2024, 10:09am UTC](https://qa.fmod.com/t/unity-fmod-in-webgl-when-losing-focus-the-sound-becomes-very-strange/22008 "2024-08-16T10:09:20Z")
**Posts on this page:** 1
**Showing post:** 2

<div class="post-metadata">

### 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: [August 21, 2024, 6:26am UTC](https://qa.fmod.com/t/unity-fmod-in-webgl-when-losing-focus-the-sound-becomes-very-strange/22008/2 "2024-08-21T06:26:50Z")

</div>

The ‘strange sound’ when the app is in the background is caused by the `StudioSystem::update()` not being called enough, this is because when the app is in the background Unity limits the app to 1fps and this is what drives `Monobehavior::update()` which is used to call `StudioSystem::update()`.

If the game is still running in the bacground and you call `mixerSuspend()`, the game can still make calls to FMOD but they will not be processed until `mixerResume()` is called, which will result in it processing all the queued commands at once which could also cause ‘strange sounds’.

---

_[View the full topic](https://qa.fmod.com/t/unity-fmod-in-webgl-when-losing-focus-the-sound-becomes-very-strange/22008)._
