# Fmod and Unity live update issue

**URL:** <https://qa.fmod.com/t/fmod-and-unity-live-update-issue/11956>\
**Category:** Unity\
**Created:** [June 18, 2015, 1:59pm UTC](https://qa.fmod.com/t/fmod-and-unity-live-update-issue/11956 "2015-06-18T13:59:16Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Phantoms](https://avatars.discourse-cdn.com/v4/letter/p/e36b37/32.png) [@Phantoms](https://qa.fmod.com/u/Phantoms)\
**Post date:** [June 18, 2015, 1:59pm UTC](https://qa.fmod.com/t/fmod-and-unity-live-update-issue/11956/1 "2015-06-18T13:59:16Z")

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Hi.  
While fmod is connected to unity’s playing game I can’t see the event running and there is no response to parameters changes. However I see in miixer view sound group and music group playing so in general it work.

I had some issues with making it work.  
I added “FMOD\_LIVEUPDATE” to Scripting Define Symbols.  
Dunno why but it change it to “FMOD\_LIVEuDATE”.

I have “#define FMOD\_LIVEUPDATE” in FMOD\_StudioSystem script,  
'#if FMOD\_LIVEUDATE #define RUN\_IN\_BACKGROUND #endif" in FMOD\_Listener script.

Btw it is enough or should I define it in every game script I use audio with fmod?

I use Unity 5.1.0f3 and Fmod Studio 1.06.02 and connect to 127.0.0.1:9265.

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**Author:** ![nick1](https://avatars.discourse-cdn.com/v4/letter/n/47e85d/32.png) [@nick1](https://qa.fmod.com/u/nick1)\
**Post date:** [June 22, 2015, 12:30am UTC](https://qa.fmod.com/t/fmod-and-unity-live-update-issue/11956/2 "2015-06-22T00:30:42Z")

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It sounds like the banks you’re running in-game don’t match the events in the tool.
