Apparent SetAudioSessionActive crash?

I just upgraded to Unity 3.2, and rebuilt my application for re-submission to the App Store.

Our game incorporates Crystal SDK, and I suddenly noticed that we had a crash when exiting the Crystal UI.

Program received signal:  “EXC_BAD_ACCESS”.

And the console indicated: "<Warning>: Application '...' exited abnormally with signal 11: Segmentation fault"

I fiddled around a bit and found that uncommenting the “SetAudioSessionActive(true)” line in xcode solved the issue. So apparently it has something to do with reactivating the audio session.

I currently no longer deactivate the session, but simply stop/start the audiosource playing the music.

Has anybody else found a similar issue with 3.2? I’m using Crystal SDK version 1.6_build-0174_sdk-4.2.

I’m not sure this is a Unity-side issue, but I thought I’d comment here and possibly find out.

New FMOD improved internal session management and there is no need to call SetAudioSessionActive anymore.