# \[C#\] iOS and Monogame integration (dll not found)

**URL:** <https://qa.fmod.com/t/c-ios-and-monogame-integration-dll-not-found/11506>\
**Category:** Unity\
**Created:** [June 17, 2014, 5:06am UTC](https://qa.fmod.com/t/c-ios-and-monogame-integration-dll-not-found/11506 "2014-06-17T05:06:17Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![LadyApollo](https://avatars.discourse-cdn.com/v4/letter/l/58f4c7/32.png) [@LadyApollo](https://qa.fmod.com/u/LadyApollo)\
**Post date:** [June 17, 2014, 5:06am UTC](https://qa.fmod.com/t/c-ios-and-monogame-integration-dll-not-found/11506/1 "2014-06-17T05:06:17Z")

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Hello guys!

First of all i would like to say that I’m fairly new to any kind of unmanaged code, working with .dlls and those kind of stuff, so I’m kinda lost when I try to setup my MonoGame project with Fmod…  
I got everything running with the basic C# wrapper on the Windows platform and everything running just fine on this beautiful sound engine that is solving all my audio problems ever, but when I try to build my iOS version it returns me the following error: “System.DllNotFoundException: fmodex” Even though the .dll is inside of the generated .app with all the others .dlls, .exes, assemblies, whatever are they called.

Why is it giving me this error? Should I use another version of this fmodex.dll instead of just copypasting from my windows project?

Just adding some information:  
I’m building this project using Visual Studio 2010 and building on a Mac via Xamarin.iOS Build Host.  
And I just dragged the .dll to the project and set Copy to Output Directory as Copy if Newer, as I did with the windows project.

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**Author:** ![mathew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/mathew/32/431_2.png) [@mathew](https://qa.fmod.com/u/mathew)\
**Post date:** [June 19, 2014, 1:52am UTC](https://qa.fmod.com/t/c-ios-and-monogame-integration-dll-not-found/11506/2 "2014-06-19T01:52:02Z")

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Since iOS statically links FMOD you need to tell C# that the FMOD symbols are in the current binary.

The way we do this for Unity is replace the fmod.dll string with:  
public const string dll = “\_\_Internal”;
