Failed to open file (bank location)

Hello, after a while of FMOD working fine ive run into a peculiar issue, where FMOD is only able to access one of my parameters. The code I am using to refer to the parameter that wont load is identical, so Im confused as to why it isnt working. It looks like there is a \ instead of a / before Desktop/Car Engines, could that be the issue?

Here is my code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class What : MonoBehaviour
{
    FMOD.Studio.EventInstance EngineSounds;
    FMOD.Studio.EventInstance GravelSounds;

    //FMOD.Studio.EventDescription engineDesc;
    FMOD.Studio.PARAMETER_DESCRIPTION pd;
    FMOD.Studio.PARAMETER_DESCRIPTION Apd;
    FMOD.Studio.PARAMETER_DESCRIPTION Spd;
    FMOD.Studio.PARAMETER_ID SpID;
    FMOD.Studio.PARAMETER_ID pID;
    FMOD.Studio.PARAMETER_ID ApID;
    public bool turboFart;
    [Range(0.0f, 1.0f)]
    public float RPM;

    public bool input;
    public float inputVal;
    //[FMODUnity.EventRef]
    //public string eSounds;

    [Header("Dust Trails")]
    public ParticleSystem pSys1;
    public ParticleSystem pSys2;
    public bool includeChildren = true;
    public bool isEmitting;
    [Header("Object with vehicle script")]
    public float velocity;
    
    //public GameObject car;

    public MSVehicleControllerFree vehicleControl;
    public void Start()
    {
        EngineSounds = FMODUnity.RuntimeManager.CreateInstance("event:/EngineSounds");
        GravelSounds = FMODUnity.RuntimeManager.CreateInstance("event:/Gravel Sounds");
        EngineSounds.start();
        GravelSounds.start();

        FMODUnity.RuntimeManager.StudioSystem.getParameterDescriptionByName("RPM", out pd);
        pID = pd.id;
        FMODUnity.RuntimeManager.StudioSystem.getParameterDescriptionByName("Input", out Apd);
        ApID = Apd.id;
        FMODUnity.RuntimeManager.StudioSystem.getParameterDescriptionByName("Input", out Spd);
        SpID = Spd.id;

        EngineSounds.release();
        GravelSounds.release();
    }

    void Update()
    {
        velocity = vehicleControl.velxCurrentRPM;
        EngineSounds.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(gameObject));
        GravelSounds.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(gameObject));
        input = Input.GetKey(KeyCode.W);
        RPM = vehicleControl.pitchAUD - 0.85f;

        

        if (!turboFart)
        {
            inputVal = Input.GetAxis("Vertical");
        }
        else
        {
            inputVal = 0f;
        }

        FMODUnity.RuntimeManager.StudioSystem.setParameterByID(SpID, velocity);

        FMODUnity.RuntimeManager.StudioSystem.setParameterByID(pID, RPM);
        FMODUnity.RuntimeManager.StudioSystem.setParameterByID(ApID, inputVal);

        if (vehicleControl.sidewaysSlipMaxSkid > 0.5f)
        {
            if (inputVal >= 0.5f)
            {
                FMODUnity.RuntimeManager.StudioSystem.setParameterByID(pID, RPM + 0.25f);
                FMODUnity.RuntimeManager.StudioSystem.setParameterByID(ApID, inputVal);
            }
        }

        turboFart = vehicleControl.turboFart;
        var emission1 = pSys1.emission;
        var emission2 = pSys2.emission;

        if (velocity >= 30f)
        {

            pSys1.Play(); emission1.enabled = true; // Applies the new value directly to the Particle System
            pSys2.Play(); emission2.enabled = true;

            //var emission = pSys1.

            isEmitting = true;
        } else
        {
            pSys1.Stop(); emission1.enabled = false; // Applies the new value directly to the Particle System
            pSys2.Stop(); emission2.enabled = false;

            isEmitting = false;
        }

        
    }
}

(Sorry if its messy, havent gotten around to cleaning up the commented out code)

Hi,

Could I grab some info:
What version of Unity, FMOD Studio, and integration are you using?

It could be worth rebuilding the Desktop build folder. Simply delete the folder and rebuild it in FMOD Studio.

Hope this helps!