Quick answer: On the Async System / resume event, stop and restart your audio (or toggle the audio system) so the engine reacquires the audio session after the interruption ends.
A player gets a call mid-game, returns, and the rest of the session is silent. Android handed audio focus to the phone app and your game never took it back. Reinitialize audio when the app resumes to recover sound.
How to fix it
1. Detect the resume
Use the Async - System event or a room-start check tied to the game regaining focus to know when to restore audio after an interruption.
2. Reacquire the audio session
Stop all currently playing sounds and replay your music/ambience on resume, or briefly call audio_pause_all then audio_resume_all to nudge the engine into reclaiming focus.
3. Reproduce with a real interruption
Test by triggering an actual phone call or alarm on the device, not by alt-tabbing, since only a true audio-focus loss reproduces the silence.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every GameMaker error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.