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onPause used to join the render thread and stop the audio, so anything taking focus while the game stayed on screen (a permission dialog, a share sheet, the other app of a split screen before Android 10) tore down the whole graphics context and silenced the game. Emulation, audio, sensors and input listeners now follow onStart/onStop. The render loop itself already follows the surface; onStop joins it too, for devices that keep a stopped activity's surface. The camera stays on onPause/onResume, as it goes to the focused app. A finishing activity lets go of the render thread in onPause, since a quick relaunch creates the next activity before this one's onStop, and that onStop then leaves the audio and location updates alone. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>