- I initialize FMOD with just the Master and Master.strings banks.
- I use RuntimeManager.LoadBank to dynamically load banks — this works.
- I use the unload function to unload banks — this also works.
When I try to re-load one of the unloaded banks using the same function and path, it won’t load.
Any ideas?
Hello,
Unfortunately I was not able to reproduce the issue with the following test:
public class CantLoadBank : MonoBehaviour
{
public FMODUnity.EventReference unityEventRef;
private FMOD.Studio.EventInstance eventInstance;
// Update is called once per frame
void Update()
{
if (Input.GetKeyUp(KeyCode.P))
{
eventInstance = FMODUnity.RuntimeManager.CreateInstance(unityEventRef);
if (eventInstance.isValid())
{
Debug.Log("Play");
eventInstance.start();
}
}
if (Input.GetKeyUp(KeyCode.S))
{
if (eventInstance.isValid())
{
Debug.Log("Stop");
eventInstance.stop(FMOD.Studio.STOP_MODE.IMMEDIATE);
eventInstance.release();
}
}
if (Input.GetKeyUp(KeyCode.L))
{
Debug.Log("Load");
FMODUnity.RuntimeManager.LoadBank("Music.bank", false);
}
if (Input.GetKeyUp(KeyCode.U))
{
Debug.Log("Unload");
FMODUnity.RuntimeManager.UnloadBank("Music.bank");
}
}
}
Could I grab some more info:
- What version of the FMOD integration are you using?
- Could I get a code snippet showing how you are loading and unloading the banks?
- Are there any FMOD console logs you can share?
Thanks