FMOD text banks and Addressable groups


I have a FMOD studio session at the root of my repository, FMOD set to source type FMOD Studio Project and import type to Asset Bundle.
I’m manually loading text banks on game start from Addressables with RuntimeManager.LoadBank(AssetReference).

My problem is that every time I open my Unity project, FMOD scans for banks and regenerate text asset, it seems. But by doing so it breaks references between those assets and my Addressable groups, and I am forced to check the newly generated text banks as Addressable again to fix it.

It there something I’m doing wrong ? Are text banks supposed to be re-generated again everytime I open the project like so ? Would switching to source type bank fix this ?


Thanks for letting us know about this. Unfortunately FMOD currently has some issues integrating with Addressables. However, for the next release we have improved the system so that FMOD creates stub assets for your banks when the import type is Asset Bundle, and swaps in the real bank data at build time. This means you can add the stub assets to source control and assign them to your Addressable groups without references being broken when FMOD refreshes the banks. The next release with these improvements should be available within the next couple of weeks.

Just following up to say I can’t actually reproduce this issue with FMOD 2.01.09. What version of FMOD are you using?

Thank you for your answer. I am indeed using 2.01.09 (with Unity 2020.2.7f1 and Addressables 1.18.4)
I did have a working setup at some point but since a few days I have this recurring issue. I am still trying to understand what changed, I’ll update this thread if I do, it might help you reproduce.