Unity3D - Audio playing getting muted after getting any call/notification on Android

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南旧
南旧 2021-01-19 17:14

I have audio playing issue on Android build. I\'m using Unity 5.4.0b15, but I had same issue on 5.3.4p3.

I have simple component for playing background music added t

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  • 2021-01-19 17:45

    This is definitely a bug in Unity. I bumped into the same problem and ran some tests to try to fix it but there is no way to recover the audio without restarting the app.

    In my tests I used Google Hangouts notifications to kill the audio.

    Programmer's proposed fix won't work because: 1. The notification does not trigger application pause nor application focus events. 2. Initializing a new AudioListener and/or AudioSource instances will not recover the audio either.

    This is a low level bug in Unity. I will make a report on the bug.

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  • 2021-01-19 17:59

    On iOS everything works perfectly.

    Android != iOS.

    Use OnApplicationPause(bool pauseStatus) to detect when the Application is paused and resumed. The pauseStatus variable will return true when the app is paused, and false when the app is resumed. So, manually pause the the music when pauseStatus is true and resume the music when pauseStatus is false.

    public AudioClip clip;
    private AudioSource _musicAudioSource;
    bool _musicAudioSourcePaused = false;
    
    void Awake()
    {
        if (_musicAudioSource == null)
        {
            _musicAudioSource = gameObject.AddComponent<AudioSource>();
            _musicAudioSource.loop = true;
            _musicAudioSource.clip = clip;
        }
    
        //Check if Audio is playing. Don't play if already playing. 
        if (!_musicAudioSource.isPlaying)
        {
            _musicAudioSource.Play();
        }
    }
    
    void OnApplicationPause(bool pauseStatus)
    {
        //Check if this is Pause
        if (pauseStatus)
        {
            //Pause Audio if it is playing
            if (_musicAudioSource.isPlaying)
            {
                _musicAudioSource.Pause();
    
                //Set to true so that we will detamine whether to Play() or UnPause() the music next time
                _musicAudioSourcePaused = true;
            }
        }
    
        //Check if this is Resume
        if (!pauseStatus)
        {
            //Make sure audio is not null. If null, getComponent again
            if (_musicAudioSource == null)
            {
                _musicAudioSource = gameObject.AddComponent<AudioSource>();
                _musicAudioSource.loop = true;
                _musicAudioSource.clip = clip;
            }
    
            //Check if we paused the audio then resume
            if (_musicAudioSourcePaused)
            {
                _musicAudioSource.UnPause();
    
                //Set to false so that we will detamine whether to Play() or UnPause() the music next time
                _musicAudioSourcePaused = false;
            }
    
            //Check if Audio is playing. Don't play if already playing. 
            if (!_musicAudioSource.isPlaying)
            {
                _musicAudioSource.Play();
            }
        }
    }
    
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