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Audio automatically stops after showing ads by Applovin #291
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We tested same scenario on iPhone 13 - 16.6.1 but it doesn't happen. |
This doesn't happen on iPhone 6s - iOS 15.7.9 as well. |
@gulliversgames is this reproducible on your live app? If so, could you share the details of the app. We will try reproducing it to investigate further. If not, do you have a sharable test project/ our demo app where it is reproducible? |
@alvarshahanji , you can test our app if your store is either UK/CA/AU here: If you send an email to [email protected] with an @AppLovin domain email I can send you external testflight link. |
Thank you. Here is the email: [email protected]. |
@gulliversgames please let us know when you send the external testing link. Thanks! |
@alvarshahanji we get the same issue, here is a video of it happening. After rewarded and interstitial, doesn't matter. This will happen in our live app as well. https://play.google.com/store/apps/details?id=com.MatchalaGames.RyahsRhythm&hl=en_US IMG_4370.MOV.movIt's not 100% reproducible, at least for me, but it does happen very often our users complain about and our QA team found. |
@alvarshahanji so the team says it is very easily producible on ios. |
@alvarshahanji I'm waiting for Apple review. Btw, our game has a lot ABs currently so you might start seeing ads a bit further. I agree with @Kidkiwi , it sometimes happen; might be end card (PLEC etc.) related. |
Apparently I've been told its 100% reproducible on iPhone 12
…On Thu, 12 Oct 2023, 9:03 pm Dogan Akdag, ***@***.***> wrote:
@alvarshahanji <https://github.com/alvarshahanji> I'm waiting for Apple
review. Btw, our game has a lot ABs currently so you might start seeing ads
a bit further.
you can test rewarded ads from daily spin, and interstitials after 25 and
3rd session.
I agree with @Kidkiwi <https://github.com/Kidkiwi> , it sometimes happen;
might be end card (PLEC etc.) related.
"Scavenger Hunt!" video definitely does that.
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then definitely it might be the case that this can happen in all iOS devices; time-to-time. |
@Kidkiwi @gulliversgames could you also confirm the issue you are seeing is with AppLovin ads? You can do so by using the creative debugger. We addressed these issue for AppLovin ads and fixed in 11.11.0 as mentioned here. If the issue you are seeing is with other networks, you would have to reach out to those networks. |
@alvarshahanji I can confirm it is an Applovin ad as you can see below SS. |
I could repro the issue on https://apps.apple.com/vn/app/ryahs-rhythm-crossword-puzzle/id1584491161. We are looking into it and share an update with our findings. Thank you both! |
@gulliversgames @Kidkiwi restarting their app audio when the ad is hidden? If not, could you give it a try? |
I've tried everything to get it working, nothing has worked. This has been
a problem a long time.
…On Sat, 14 Oct 2023, 11:19 am alvarshahanji, ***@***.***> wrote:
@gulliversgames <https://github.com/gulliversgames> @Kidkiwi
<https://github.com/Kidkiwi> restarting their app audio when the ad is
hidden? If not, could you give it a try?
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@alvarshahanji any updates here? |
@Kidkiwi We have identified and fixed a few audio related issues in 11.11.0. But apart from those, we haven't been able to repro audio issues with our test apps. Please share a test project including the tried suggestions and reproducing the issue. That would be very helpful in investigating the issue. |
@alvarshahanji What do you mean? You said this:
So it's clearly not fixed in the latest sdk version 11.11.3, you repo'd it on our app with that sdk version. |
As I mentioned I could reproduce on your app but could not recreate the same on our internal test projects. So if you could try reproducing on our demo app(or any test project) with your audio implementation and restarting the app audio when the ad is hidden, would be helpful. |
@alvarshahanji can you define exactly what 'restart the app audio' means? What is the implementation that you are referring to? |
You can use Unity’s API (AudioSource iirc) to pause your game sounds before you show a fullscreen ad, and resume when OnAdHiddenEvent is called |
@alvarshahanji Hello, the issue still happening on last versions 6.6.2 and 6.6.3
|
Same here. Users still report this issue.
…On Mon, 2 Sept 2024, 12:05 am Moayad Rahhal, ***@***.***> wrote:
@alvarshahanji <https://github.com/alvarshahanji> Hello, the issue still
happening on the last versions 6.6.3 and 6.6.2
- I have tried the version you mentioned 5.11.0 (11.11.0) and random
versions between 5.11.0 and 6.6.3, and still no fix for the issue.
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did you try the above suggestion? |
I've done everything. Nothing I haven't tried
…On Wed, 4 Sept 2024, 6:00 am alvarshahanji, ***@***.***> wrote:
You can use Unity’s API (AudioSource iirc) to pause your game sounds
before you show a fullscreen ad, and resume when OnAdHiddenEvent is called
did you try the above suggestion?
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Please share a test project including the tried suggestions and reproducing the issue. That would be very helpful in investigating the issue. |
6.6.2 not fixed. It was mute after entering the store manually on play reward video |
The issue persists in the newest sdk as well. So much pain it is. Just an interstitial or rewarded plays and there goes the sound |
My game's audio stops working after showing ad , specially after liftoff mediation ad (i think it happens mostly after that) . I updated to version 7.0.0 and this happening more , i had that issue with previous versions alos , but I think I mostly solved it with seting audio to ambient before showing ad and seting it back to playback after coming back to game. but that trick is not working , in previous issues voluming up in the game or going to home and comming back to the game was solving the issue. but in this new issue I need close the game and reopen it completely ! |
@Emran1717 thank you for reporting and sharing the details on some of the ways to try to fix the issue. If the issue is with liftoff ads, please reach out to the liftoff team. If you notice with AppLovin ads as well, please share a sample project where the issue can be reproduced. That will help with investigation and will be able to make progress. |
We're also seeing this issue with the latest version of Max for unity iOS. Pretty sure it happens after an Applovin ad for Royal Match. I'm gonna see if we can get a verbose logging output when it happens. |
Is there anything new on that? We have the same problem with Ads from AppLovin (Unity Plugin Version 7.0.0 and iOS Adapter Version 13.0.0)... ps: It's a bit strange, as this doesn't happen with the AppLovin TEST ads. On our side all AppLovin ads are affected, not just from Royal Match. ps2: It does happen on Unity Version 2020.3.48f1 but not on Unity Version 2022.3.50f1 |
We have been getting a lot of complaints about this issue: randomly our app will stop playing all in-app sounds. The only way to fix it is to quit and relaunch the app. We have replicated this problem internally with the live app. It may be tied to rotation of banner ads, as all the support emails have mentioned that it happens during gameplay - when they would see banners but not any other ad format. This is happening with ads from many different providers, so it seems like Applovin MAX is the common denominator. By the way, this same problem has been happening for a couple weeks in your own Hexa Sort app. Please look into this issue. |
@JJBlueOx We don't controls the audio for other network ads. So please report to individual networks where you see an issue. We are looking into AppLovin audio issues and will update this thread when we add more fixes. Since you mentioned banners, there is a known issue with Liftoff SDK 7.4.0 and 7.4.1 where Liftoff banners is cutting the app audio, it is fixed in Liftoff SDK 7.4.2. So update the adapter accordingly if you are using any of these versions. |
I had the same problem with iPhone Environment: Repeat steps:
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I had the same issue and this has solved my problem. First, save the current audio configuration before playing the ad. I have done it in Start method.
Then reset the audio configuration after the ad and set the volume for audio sources. In my case, I have two audio sources, one for music and one for Sfx. You also need to call Play method if you're playing a music.
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@keremaydin52 Thanks! This solution solved my problem. |
The fix and the repro mentioned above worked. Wow, why is it taking so long to fix something like that? Not to mention why are you messing with audio in the first place? I noticed different logs when the audio stops
|
MAX Plugin Version
5.11.3
Unity Version
2021.3.29
Device/Platform Info
iPhone 11 - iOS 16.6.1
Current Behavior
All audio functionality stops working after below ad on iOS.
Expected Behavior
If audio is open in the game, it should keep working.
How to Reproduce
Every time an ad showed by Applovin either on interstitial or rewarded video ad placement, game's audio stops working.
Additional Info
No response
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