It looks like your bank.asset.bytes files are still stub assets, which is why they are so small in size. Are you calling EventManager.UpdateBankStubAssets(buildTarget); when building asset bundles?
Asset bundles need to be manually built in Unity. If you look through the AssetBundle workflow Unity Documentation you will see that there is a stage where you need to call BuildPipeline.BuildAssetBundles. To make sure that asset bundles have the correct text assets in them you need to call these two functions as well:
What version of FMOD and Unity are you using?
Can you please tell me how large your .byte files are after building, and whether you are seeing them change size at all while building?
First, our use case might a bit unusual. In a nutshell:
our Master bank is attached to a gameobject in our main scene
we have other large local bundles (~1GB) built separately, containing audio banks (to be uploaded as expansion files to the Meta Quest store along with the APK)
and finally, we have many small and big bundles (also containing banks) that we upload to our CDN.
All our banks resides inside an Assets/Audio folder. Because we don’t want any of them to be included in the APK, we don’t want then to live inside the StreamingAssets folder. For this reason we set FMOD settings to AssetBundles allowing us to specify “Audio” as our “FMOD Asset Sub Folder”.
I spent some time figuring out what was really happening and it seems like the issue is CopyToStreamingAssets() exits early because Settings.Instance.ImportType is set to AssetBundle. As a result, our APK embeds a Master.bytes 1kb stub asset instead of the full bank which indeed leads to the "unsupported format’ error.
So our current workaround is to edit EventManager.cs and return any call to UpdateBankStubAssets() so stub assets never get used. But indeed everytime we update FMOD for Unity, we must remember about that hack again, which is cumbersome.
FYI we recently had to deal with an emergency where our app in prod was hard crashing when using the headphone jack headset input after the Meta Quest OS switched to an higher version of Android. Upgrading from 2.02.22 to 2.02.24 fixed the issue.
Hope that helps. Please let me know if that makes sense.
The steps listed in Building AssetBundles need to be done outside of the build process otherwise, as you mentioned, CopyToStreamingAssets will exit early.
I have added a task to clarify that these steps should be done outside of the build process, and also investigate if there is a better way to handle this to then allow it to be done as part of the build.