Correct way of using RuntimeManager in editor

Hi,

The only thing you seem to be missing is bank loading. To retrieve an EventDescription, you will need to load the bank it belongs to. If you’re planning to retrieve it by path, you will also need to load the Master strings bank.

While it is technically possible to call into RuntimeManager to create a Studio System, it is only designed to be used at runtime. This is because RuntimeManager destroys the created System in OnDestroy(), which only happens when a scene or game ends. so you’ll leak the Studio System in the current editor instance when calling from outside of runtime. FMOD can support up to eight Systems at once - once you call into RuntimeManager eight times from the editor, FMOD will no longer be able to create a new system until you restart the editor.