Quick answer: Unity AudioMixer parameter changes via animation curve frozen during pause? Animation events tied to game time; pause stops them - drive via DSP time instead.

Music ducks during pause menu (designed to). Ducking animation frozen mid-curve; full volume returns abruptly on resume.

Use unscaled time

animator.SetUpdateMode(AnimatorUpdateMode.UnscaledTime);

Animations advance with real time. Survives pause.

Or apply ducking directly

Skip the curve; set mixer parameter via code. Linear approach; no animator dependency.

Audit pause-aware audio

Each audio adjustment: does it need to pause? Document per case.

“Animator pause is global. Selective opt-out needs configuration.”

If your pause UX has audio ducking, the unscaled-time setting is the fix. Document the convention.

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