Wow. They’ve somehow managed to make a critical bug even worse. How this made it to production is beyond me.
I’m currently caught up in other contract work and haven’t had a chance to dig into this yet. I appreciate the update though!
- Mel
Wow. They’ve somehow managed to make a critical bug even worse. How this made it to production is beyond me.
I’m currently caught up in other contract work and haven’t had a chance to dig into this yet. I appreciate the update though!
Hello there !
I know it’s a bit old but @melgeorgiou @francisIsFine did you get any update so far on this issue ?
I’ve ran into this a few weeks ago but it appears so randomly that I couldn’t easily narrow it down, but looking at this thread it might be related to IronSource on my end as well.
Unity 2021.3.32 (although I also observed this issue on 2021.3.17) and IronSource 7.5.2.0. Tested on iPhone 6S with iOS 13.5.1, but I’ve also observed it on a relative playing my game on a much more recent iPhone.
Thanks !
Nope. Unfortunately, they pretty much ghosted my emails and I ended up having to switch to a different ad network - although there was no shortage of different issues there too, but at least there was a somewhat workable solution in the end.
Hopefully, others had better results than me, lol.
Same issue, IronSource SDK 7.7.0 + Unity 2022.3.15f + Fmod + iphone 11 iOS 16.3.1
No sound in game after Ad.
UPD 1
Interesting links with investigation
UPD 2
It seems the issue fixed after combination of
in Unity at FMOD → Edit Settings → Platform Specific → iOS → DSP buffer length - 4096
(not sure it’s step required)
FMODUnity.RuntimeManager.PauseAllEvents(true);
FMODUnity.RuntimeManager.CoreSystem.mixerSuspend();
just before your ads play, and then resume operation with
FMODUnity.RuntimeManager.PauseAllEvents(false);
FMODUnity.RuntimeManager.CoreSystem.mixerResume();
when the ads finish.
hello there
in our games, we have to call reset the audio session after ad close to resolve that problem
extern "C" void ActivateAudioSession()
{
UnitySetAudioSessionActive(1);
}
Curious if this setting has helped eradicate all problems of sounds stopping after an ad is played ?