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.