Hello there!

I’m encountering a rather strange bug with unity in combination with FMOD:

When disabling unity audio completly (through Edit->Project Setttings->Audio->Disable Unity Audio an option in the player settings is ignored. The option I’m referring to is in Edit->Project Settings->Player->Other Settings->Mute Other Audio Sources. It will always mute other audio sources, no matter if enabled or not.

This does not happen when unity audio is enabled and it also does not happen when unity audio is disabled, but no FMOD is included in the project. I sadly can’t tell, is this a unity bug or an FMOD bug?

If it is an FMOD bug, was it already fixed? (I’m using 1.09.04)
I checked both the unity release notes as well as the fmod release notes, but didn’t find anything addressing the problem. I first wanted to send a bug report to unity, but then noticed, that the problem does not occur when FMOD is not included in the project.
Please let me know if the problem is on fmods side and if I can easily fix it :)

– FMOD 1.09.04
– Unity 5.6.1p4
– iOS 11.0
– Xcode 8.3

  • Cameron Baron

    What version of Unity are you using?
    What platform/s is this occurring on?

  • Johannes Deml

    Oh yeah good point!
    It’s Unity 5.6.1p4 on iOS.

  • You must to post comments

iOS uses AusioSession’s to determine the behavior of apps, normally Unity will set the AudioSession and category automatically but it seems this is disabled when the Unity audio is disabled.

You can set the AudioSession to mix with background music one of two ways:
You can manually change the AudioSession Category in code to AVAudioSessionCategoryAmbient (see the link below for more info),
or in the Unity Player Settings (or Xcode) set the background mode to “Audio, AirPlay and Picture in Picture” (also shown in the link).


  • Johannes Deml

    Ah, very interesting, I will check that! The only thing I’m wondering now is why it does work when Unity audio is disabled and fmod is not included?
    Thanks a lot for the info and I’ll let you know if it worked :)

  • Johannes Deml

    Hi again Cameron,

    After a lot of struggeling I got swift working with unity and I also managed to call the referenced method from unity in order to set the mute option. Works quite well, but has an issue: When playing music and then opening the app for the first time, Unity sets the audio option before I can. This results in the music being paused (ios itself does that). So I can overwrite it, but the player will have their sound paused at the start of the app.
    The other part you were pointing me at is meant for apps that themselves want to play audio in the background, not the other way around.
    So, I’m not completly sure why the muting only happens when FMOD is integrated, but it feels more and more like the problem lies on Unitys side. Can you confirm that?

  • You must to post comments
Showing 1 result
Your Answer

Please first to submit.