# Cannot load bank after unloading

**URL:** <https://qa.fmod.com/t/cannot-load-bank-after-unloading/22611>\
**Category:** Unity\
**Created:** [February 20, 2025, 12:37am UTC](https://qa.fmod.com/t/cannot-load-bank-after-unloading/22611 "2025-02-20T00:37:17Z")\
**Posts on this page:** 4\
**Page:** 1

<div class="post-metadata">

**Author:** ![Orbinaut](https://avatars.discourse-cdn.com/v4/letter/o/b38774/32.png) [@Orbinaut](https://qa.fmod.com/u/Orbinaut)\
**Post date:** [February 20, 2025, 12:37am UTC](https://qa.fmod.com/t/cannot-load-bank-after-unloading/22611/1 "2025-02-20T00:37:17Z")

</div>

- 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?

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [February 20, 2025, 3:40am UTC](https://qa.fmod.com/t/cannot-load-bank-after-unloading/22611/2 "2025-02-20T03:40:45Z")

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Hello,

Unfortunately I was not able to reproduce the issue with the following test:

```C
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?  
 ![FMODMenu](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/f/f37fdfcc6847eb57cdc24523e84602d02079a9b0.png)  
 ![UnityVersion](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/5/513dffa13f2fbd60f6f9f0e67a9c39b7a9aad03e.png)
- 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

---

<div class="post-metadata">

**Author:** ![Orbinaut](https://avatars.discourse-cdn.com/v4/letter/o/b38774/32.png) [@Orbinaut](https://qa.fmod.com/u/Orbinaut)\
**Post date:** [February 23, 2025, 12:04am UTC](https://qa.fmod.com/t/cannot-load-bank-after-unloading/22611/3 "2025-02-23T00:04:34Z")

</div>

Thanks, it works now.  
I was using Studio.Bank.unload(); instead of FMODUnity.RuntimeManager.UnloadBank();

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [February 23, 2025, 11:21pm UTC](https://qa.fmod.com/t/cannot-load-bank-after-unloading/22611/4 "2025-02-23T23:21:37Z")

</div>

Thanks for sharing the solution
