Quick answer: Set the appropriate audio session category (ambient, or mixWithOthers) so the game's audio coexists with background music, and respect the player's preference.
An iOS game silencing other apps is the wrong audio session category. Setting it to mix fixes it. Here is how.
How to fix it
1. Set the audio session category
The default playback category interrupts other audio. Use the ambient category or set the mix-with-others option so the game does not stop the player's music when it launches.
2. Respect the player's audio
If the player has their own music playing, many expect the game to mix or let it continue, especially if game music is off. Honor that by mixing rather than taking exclusive audio.
3. Handle interruptions
Also handle audio interruptions (calls, other apps) by pausing and resuming the game's audio correctly, so the session behaves well alongside the rest of the device's audio.
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 mobile 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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.