# Failed to open file (bank location)

**URL:** https://qa.fmod.com/t/failed-to-open-file-bank-location/19274
**Category:** Unity
**Tags:** csharp, unity
**Created:** [September 13, 2022, 9:29pm UTC](https://qa.fmod.com/t/failed-to-open-file-bank-location/19274 "2022-09-13T21:29:14Z")
**Posts on this page:** 2
**Page:** 1

<div class="post-metadata">

### Author: ![LunarLynx](https://avatars.discourse-cdn.com/v4/letter/l/9fc348/32.png) [@LunarLynx](https://qa.fmod.com/u/LunarLynx)
#### Post date: [September 13, 2022, 9:29pm UTC](https://qa.fmod.com/t/failed-to-open-file-bank-location/19274/1 "2022-09-13T21:29:14Z")

</div>

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?

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/5/5063a83398fda69275912280439562631817489c.png)

Here is my code:

```auto
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)

---

<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: [September 15, 2022, 3:35am UTC](https://qa.fmod.com/t/failed-to-open-file-bank-location/19274/2 "2022-09-15T03:35:41Z")

</div>

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!
