# FMOD doesn't work in a build

**URL:** https://qa.fmod.com/t/fmod-doesnt-work-in-a-build/17615
**Category:** Unreal Engine
**Created:** [August 27, 2021, 1:55pm UTC](https://qa.fmod.com/t/fmod-doesnt-work-in-a-build/17615 "2021-08-27T13:55:40Z")
**Posts on this page:** 4
**Page:** 1

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### Author: ![Nebiros777](https://avatars.discourse-cdn.com/v4/letter/n/4bbf92/32.png) [@Nebiros777](https://qa.fmod.com/u/Nebiros777)
#### Post date: [August 27, 2021, 1:55pm UTC](https://qa.fmod.com/t/fmod-doesnt-work-in-a-build/17615/1 "2021-08-27T13:55:40Z")

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Hello!) I got an odd issue. When I do launch on my iPad the fmod works great. But when I build my project and run it on the iPad from Testflight there aren’t any sounds. I looked through the user guide several times but it didn’t help. Please, help))

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### Author: ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)
#### Post date: [August 31, 2021, 3:00am UTC](https://qa.fmod.com/t/fmod-doesnt-work-in-a-build/17615/2 "2021-08-31T03:00:22Z")

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Perhaps this is an issue with the mixer resuming when launching from Testflight into the app. Can you please try calling `FMODUnity.RuntimeManager.CoreSystem.mixerPause()` and `FMODUnity.RuntimeManager.CoreSystem.mixerResume()` before playing your first sound and see if that fixes the issue?

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### Author: ![Nebiros777](https://avatars.discourse-cdn.com/v4/letter/n/4bbf92/32.png) [@Nebiros777](https://qa.fmod.com/u/Nebiros777)
#### Post date: [September 2, 2021, 6:43am UTC](https://qa.fmod.com/t/fmod-doesnt-work-in-a-build/17615/3 "2021-09-02T06:43:56Z")

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Thanks, Jeff, but when I made a local PC packaged build, fmod didn’t work as well. My solution was adding FMOD asset directories to cook and changing non-asset folder from FMOD/desktop to FMOD/mobile. Frankly, another colleague does banks for my project. Does he do banks correctly if I needed to change FMOD/desktop to FMOD/mobile? TY

 ![FMOD Solution](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/f/fb1c6f6ca96a80abb4d35be028262f94323275cf.png)

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<div class="post-metadata">

### Author: ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)
#### Post date: [September 2, 2021, 6:58am UTC](https://qa.fmod.com/t/fmod-doesnt-work-in-a-build/17615/4 "2021-09-02T06:58:25Z")

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Glad you got it working- manually adding paths to “Additional Asset Directories to Cook” is a known issue and will be fixed in the next release.  
And yes, It sounds like they are packaging banks correctly. The [Platform Sepcifics](https://fmod.com/resources/documentation-ue4?version=2.02&page=platform-specifics.html#ios) section of the FMOD Unreal docs goes through the recommended steps required to package for different platforms without having to change the “Additional Non-Asset Directories To Copy” each time.
