Is it necessary for unity to access fmodstudioL.dll at all times? Is it possible to prevent that? It would be really inconvenient to have to close the editor everytime I have to switch branches just because I’m using fmod.
I understand that the file is needed to run fmod in the background but I wonder if that’s necessary? It’d at least be nice if that functionality could be disabled for team members who aren’t using fmod.
This could be caused by the FMOD system not being stopped correctly when exiting play mode. Are there any
Event Instances or
Programmer Sounds that you are creating and playing yourself?
Example of playing and
Event Instance yourself: https://fmod.com/docs/2.02/unity/examples-basic.html
Example of a
If these processes are not terminated correctly they can cause issues.
Hope this helps!