If you disable Unity Audio in an iOS project, and build the Xcode solution, notice how the - (void)startUnity: method still sets it active, retrieves Mute State, and Video Player still activates it.
It might be valid in some cases (as the Video Player requests it), but it means Unity initializes the OS Audio with default values before any other piece of code can be ran. So if you disabled Unity Audio, and actually wants to play audio as Ambient (or not at all), the device will mute background music on splash screen, making it impossible.
It’s obviously possible by overriding the App Controller class, but even there it’s inconvenient as the operations are in a sea of other operations.
Expected: When Unity Audio is disabled, it shouldn’t start the Audio processes for the system. Expected (2): It should be easy to override this functionality, so you can override UnitySetActiveAudioSession() once in a derived App Controller.
Running into the same issue. When Unity Audio is disable it should not mess with
AVAudioSession because this in turn messes with FMOD. Temporary workaround for me was to disable
I’m experiencing the same issue with Unity 2020.3.18f and Wwise in iOS project.
Wwise can’t properly initialize itself at app launch with error “Hardware audio subsystem stopped responding. Silent mode is enabled”, but restores on app switch or just after some delay.
In Unity 2019 AVAudioSession was always active. Classes/UnityAppController.mm