# FMOD linux symlinks

**URL:** <https://qa.fmod.com/t/fmod-linux-symlinks/20738>\
**Category:** FMOD Engine\
**Tags:** linux, csharp\
**Created:** [October 6, 2023, 7:19pm UTC](https://qa.fmod.com/t/fmod-linux-symlinks/20738 "2023-10-06T19:19:34Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![daisyowl](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/daisyowl/32/3663_2.png) [@daisyowl](https://qa.fmod.com/u/daisyowl)\
**Post date:** [October 6, 2023, 7:19pm UTC](https://qa.fmod.com/t/fmod-linux-symlinks/20738/1 "2023-10-06T19:19:34Z")

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We’re making a linux build of our game, on a windows machine. Everything works great, except that the fmod .so files that are provided have symlinks. Like, fmod.so.13.13 with two symlink aliases called fmod.so.13 and fmod.so.

This works fine if I recreate it on linux, but this is difficult to work with with VCS and a windows build machine.

It works if I just have copies of the libraries instead of symlinks. And it wont work unless i have BOTH the .so and .so.13 files at minimum. I’m using the provided `fmod.cs` file that has `public const string dll = "fmod"` at the top.

Ideally we’d just have something like libfmod.so and libfmodstudio.so and be able to prevent fmod from search for .so.13 or .so.13.13 files. I’m not even sure where it’s getting the extra .13 for the path, is it inside the libs? (the dllimport has no .13, i mean)

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**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:** [October 12, 2023, 12:43am UTC](https://qa.fmod.com/t/fmod-linux-symlinks/20738/2 "2023-10-12T00:43:13Z")

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Hi,

> [@daisyowl](#):
>
> I’m not even sure where it’s getting the extra .13 for the path, is it inside the libs?

The second `13` represents the minor version of the engine.

Could you confirm what you are using to build Linux on Windows?
