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Home/ Questions/Q 433533
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Editorial Team
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Editorial Team
Asked: May 12, 20262026-05-12T20:11:01+00:00 2026-05-12T20:11:01+00:00

We have a game that is very close to being released, but we have

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We have a game that is very close to being released, but we have one extremely annoying problem. One on of our Beta testers phones, he can’t hear any of the in game sound effects. He can, however, hear the background music and the title screen music just fine.

The background and title music are both being played via AVAudioPlayer (they are longer, we need looping and volume control, etc). The sound effects are simply being played with AudioServicesPlaySystemSound (they are very short, we don’t need precise control or to know when they end, etc). This works on most iPhones, but not on this one. All of this is being played with an audio session of AVAudioSessionCategorySoloAmbient.

So I have two questions:
– First, is this an acceptable implementation? i.e. is there something I missed that says you can’t mix these two frameworks, or a reason why its a bad idea to mix them?
– Second, has anyone seen something like this before? If so, did you find a way around it?

Additional background note: I can pretty conclusively say that on his phone, it is the mixing of the two frameworks. He was able to hear sounds until roughly the same build where we added the title screen music. Also, if I change one of the sounds to work through an AVAudioPlayer, he’s able to hear it. Unfortunately, I can’t simply move the sounds into AVAudioPlayers because it just doesn’t perform well at all, and I need better synchronization.

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  1. Editorial Team
    Editorial Team
    2026-05-12T20:11:01+00:00Added an answer on May 12, 2026 at 8:11 pm

    I have two apps on the app store that mix those two frameworks. AVAudioPlayer for sounds that require start and stop and volume control and AudioServices toolbox for short little beeps and clicks. The only think I can think of, off the top of my head, is that the volume of AVAudioPlayer seems to be controlled separately from the AudioServices sounds. So check to make sure that the tester doesn’t have sounds turned off (with the vibrate mode switch) or the volume turned way down.

    If this doesn’t help, tell me more about your sounds/code and I can add some code to my app to see if I can get the same behavior. Of course, sounds like most your testers don’t have this problem, and I probably won’t see it either.

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