# FMOD Pre Porting Preparation

**URL:** <https://qa.fmod.com/t/fmod-pre-porting-preparation/24406>\
**Category:** Unity\
**Tags:** unity\
**Created:** [July 17, 2026, 7:35am UTC](https://qa.fmod.com/t/fmod-pre-porting-preparation/24406 "2026-07-17T07:35:18Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![VincentWelax](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/vincentwelax/32/7846_2.png) [@VincentWelax](https://qa.fmod.com/u/VincentWelax)\
**Post date:** [July 21, 2026, 4:11am UTC](https://qa.fmod.com/t/fmod-pre-porting-preparation/24406/5 "2026-07-21T04:11:09Z")

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Hello, thank you for the response 😃 !

> [@joseph](#):
>
> Building metadata and assets to separate banks doesn’t prevent you from changing your events’ asset files. All it does is ensure that the assets and metadata associated with an event are split into two separate bank files instead of all being in the same bank file. This is useful if a patch changes an event’s metadata without changing the assets associated with an event (for example, by tweaking the trigger conditions of an instrument without changing the asset the instrument plays), since it means that only the metadata bank will be different and will need to be included in the patch, while the much larger sample data bank won’t need to be included.

I see. What if my project has already been using the “building metadata and assets to the same banks” for a while? Is switching to separate banks a good idea? Will there be extra steps in setting the banks on the bank loader system in-game or in the organizing process (assigning events to banks, etc)? Currently, we are using a modified script of the FMOD Bank Loader.cs, but it doesn’t stray far from the original, so mostly no big changes to it.

> [@joseph](#):
>
> If the stuttering continues even when no streaming assets are playing, it must have some other cause. I recommend connecting to your game using live update and recording a profiler session in FMOD Studio, as such a session is useful for diagnosing these kinds of issues.

I see, that’s good to hear. Currently, my game uses only 2 streaming assets: music and ambience. Funnily enough, when I enabled “Live Update”, the bug disappeared and only reappeared after turning it off. Details are in here [https://qa.fmod.com/t/stuttering-sfx-when-loading-a-scene/24407/6](https://qa.fmod.com/t/stuttering-sfx-when-loading-a-scene/24407/6)

> [@joseph](#):
>
> You will also need to set any platform-specific settings relevant to each new platform you add prior to building. That includes any and all compression and encoding settings of assets in the assets browser.

I also assume preparing to register and download the console API installer on the “Permissions” tab. But I assume this would be for the porting guys 😅 ? I just need to prepare the builds and their settings.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/0/05ebf3cb9da751a504f639e7755f8cde7ac2c3cb.png)

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