# FMOD logging and debugging in Unity

**URL:** <https://qa.fmod.com/t/fmod-logging-and-debugging-in-unity/11709>\
**Category:** Unity\
**Created:** [November 3, 2014, 1:00pm UTC](https://qa.fmod.com/t/fmod-logging-and-debugging-in-unity/11709 "2014-11-03T13:00:40Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![MindMeal](https://avatars.discourse-cdn.com/v4/letter/m/49beb7/32.png) [@MindMeal](https://qa.fmod.com/u/MindMeal)\
**Post date:** [November 11, 2014, 11:18am UTC](https://qa.fmod.com/t/fmod-logging-and-debugging-in-unity/11709/3 "2014-11-11T11:18:42Z")

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> [@](#):
>
> Head to [http://fmod.com/download/](http://fmod.com/download/) and download the full FMOD Studio windows API installer the matches the version of the integration you’re using.
> 
> Run the installer and copy fmodL.dll and fmodstudioL.dll to \Assets\Plugins\x86\
> 
> In \Assets\Plugins\FMOD\Wrapper\fmod.cs line 24, change the dll to “fmodL”.
> 
> **EDIT:** In \Assets\Plugins\FMOD\Wrapper\fmod\_studio.cs line 22 change the dll to “fmodstudioL”.
> 
> System.setAdvancedSettings() needs to be called before System.init() so edit \Assets\Plugins\FMOD\FMOD\_StudioSystem.cs and set your log filename before line 278. This is also a good place to call FMOD.Debug.Initialize so you can get the info about drivers, etc.

Thanks, it really did help.

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