# FMOD Not Working - Unity 2019.2.17f1

**URL:** <https://qa.fmod.com/t/fmod-not-working-unity-2019-2-17f1/15350>\
**Category:** Unity\
**Created:** [December 30, 2019, 12:41am UTC](https://qa.fmod.com/t/fmod-not-working-unity-2019-2-17f1/15350 "2019-12-30T00:41:08Z")\
**Posts on this page:** 1\
**Showing post:** 7

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**Author:** ![abaldwin](https://avatars.discourse-cdn.com/v4/letter/a/5e9695/32.png) [@abaldwin](https://qa.fmod.com/u/abaldwin)\
**Post date:** [January 8, 2020, 11:38pm UTC](https://qa.fmod.com/t/fmod-not-working-unity-2019-2-17f1/15350/7 "2020-01-08T23:38:12Z")

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Cameron,

I was able to resolve the problem, following a related thread: [Bank copy errors when using 2.0 integration](https://qa.fmod.com/t/bank-copy-errors-when-using-2-0-integration/14463/27)

I moved the SaveAssets() into the madeChanges check as shown below. Now, the open question is this - will this create any issues for me as I start to build the audio into my project. I will post to the thread if I encounter any issues, but for now, things appear to be working.

As a point of comparison, I did a test where I rolled my project back to Unity 2019.0.1f2 and imported FMOD, with no issues. I was also able to integrate FMOD in Unity 2019.17.f1 in a new project with no issues. So I suspect that my project upgrade to the new Unity version introduced a dependency that I cannot identify. Of course, I am not an expert in such things, so I don’t have more insight, sadly.

// EventManager.cs CopyToStreamingAssets()  
// …  
if (madeChanges)  
{  
AssetDatabase.SaveAssets();  
AssetDatabase.Refresh();  
UnityEngine.Debug.Log(string.Format(“FMOD Studio: copy banks for platform {0} : copying banks from {1} to {2} succeeded”, platform.ToString(), bankSourceFolder, bankTargetFolder));  
}

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