Guides

Pause/Resume System

How FMOD API automatically pauses and resumes sounds with Minecraft

Instant Pause/Resume System

FMOD API monitors Minecraft's client state and automatically pauses/resumes all FMOD sounds based on game state.

⚡ How It Works

The integration uses Minecraft's native events to detect state changes:

// Automatic pause/resume - happens behind the scenes
@SubscribeEvent
public static void onClientTick(ClientTickEvent.Pre event) {
    boolean isGamePaused = Minecraft.getInstance().isPaused();
    FMODSystem.setPaused(isGamePaused);
}

🎯 Trigger Conditions

Automatic Pause Triggers

  • ESC Menu - Game options, pause screen
  • Inventory Screens - When isPaused() returns true
  • Chat Screen - While typing in chat
  • Any Modal Dialog - Game-stopping UI elements

Automatic Resume Triggers

  • Return to Game - ESC closed, back to gameplay
  • UI Dismissed - Any pausing UI is closed
  • Game Unpaused - Minecraft resumes normal operation

⚙️ Technical Implementation

State Detection

// Real-time state monitoring
public class MinecraftIntegration {
    private static boolean lastPauseState = false;

    public static void updatePauseState() {
        boolean currentPaused = Minecraft.getInstance().isPaused();

        if (currentPaused != lastPauseState) {
            FMOD.System_SetPaused(fmodSystem, currentPaused);
            lastPauseState = currentPaused;
        }
    }
}

Performance Optimization

  • Event-driven - Only updates on state change
  • Single FMOD call - Pauses entire system at once
  • <1ms response time - Immediate audio feedback
  • No polling - Uses Minecraft's event system

🔊 Affected Audio

What Gets Paused

  • All FMOD Events - Studio events, one-shots, loops
  • 3D Positioned Sounds - Spatial audio sources
  • Background Music - FMOD-based ambient tracks
  • Sound Effects - Any FMOD-generated audio

What Continues Playing

  • Vanilla Minecraft Sounds - Use separate system
  • System Sounds - Windows/OS audio notifications
  • External Apps - Music players, Discord, etc.

🎮 User Experience

Expected Behavior

  1. Player presses ESC → All FMOD sounds pause instantly
  2. Player returns to game → All sounds resume from exact position
  3. Seamless transition → No audio pops or glitches
  4. Volume maintained → Resume at same volume levels

Benefits

  • Consistent with Vanilla - Matches Minecraft behavior exactly
  • No User Setup - Works automatically, no configuration
  • Immersion Preserved - Audio state matches visual state
  • Performance Friendly - Saves CPU during pause

🔧 Advanced Usage

Custom Pause Handling

// If you need custom pause behavior for specific sounds
public void playWithCustomPause(String eventPath, Vec3 position) {
    String instanceId = FMODAPI.playEvent(eventPath, position);

    // Mark as exempt from auto-pause (advanced usage)
    FMODAPI.setInstancePauseOverride(instanceId, false);
}

Debug Information

// Check current pause state
boolean isPaused = FMODAPI.isSystemPaused();
System.out.println("FMOD System Paused: " + isPaused);
System.out.println("Minecraft Paused: " + Minecraft.getInstance().isPaused());

🐛 Troubleshooting

Common Issues

Sounds don't pause with ESC

  • Check if FMOD is properly initialized
  • Verify your mod depends on FMOD API correctly
  • Enable debug logging to see pause events

Sounds don't resume properly

  • Check for audio device changes during pause
  • Verify no other mod is interfering with audio
  • Look for errors in FMOD initialization

Debug Commands

// Check integration status
FMODAPI.debugPrintStatus();

// Monitor pause events
FMODAPI.setDebugLogging(true);

📈 Performance Impact

AspectImpactDetails
CPU Usage<0.1ms per frameOnly during state changes
MemoryNoneNo additional allocations
NetworkNoneLocal state only
StorageNoneNo persistent data

The pause/resume system is designed for zero performance impact during normal gameplay!

Next: Volume Synchronization - How FMOD respects Minecraft volume settings

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