# Fmod working in unity editor but not on build (banks not found, StreamingAssets folder not created)

**URL:** <https://qa.fmod.com/t/fmod-working-in-unity-editor-but-not-on-build-banks-not-found-streamingassets-folder-not-created/17423>\
**Category:** Unity\
**Created:** [July 10, 2021, 8:08pm UTC](https://qa.fmod.com/t/fmod-working-in-unity-editor-but-not-on-build-banks-not-found-streamingassets-folder-not-created/17423 "2021-07-10T20:08:07Z")\
**Posts on this page:** 3\
**Page:** 1

<div class="post-metadata">

**Author:** ![Giezi](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/giezi/32/2235_2.png) [@Giezi](https://qa.fmod.com/u/Giezi)\
**Post date:** [July 10, 2021, 8:08pm UTC](https://qa.fmod.com/t/fmod-working-in-unity-editor-but-not-on-build-banks-not-found-streamingassets-folder-not-created/17423/1 "2021-07-10T20:08:07Z")

</div>

My project is correctly working in the Unity editor, but once I build it I get the following errors:

[FMOD] RuntimeBankModel::openFile : Failed to open file ‘[…]Project\_Data/StreamingAssets\Audio/FMODBanks/SFX.bank’

BankLoadException: [FMOD] Could not load bank ‘[…]Project\_Data/StreamingAssets\Audio/FMODBanks/SFX.bank’ : ERR\_FILE\_NOTFOUND : File not found.

And indeed, the folder StreamingAssets is not to be found under data.

The strange thing is I am not using the “StreamingAssets” import type, but the “Asset Bundle”.

Here are my Bank Import settings:  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/bd36b143ef08c8e380149390d9117d64e9e5e880.png)

The banks are loaded with the FMOD Studio Bank Loader:  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/4/47535c2395ccab0ba06d30bd0514e04c051c0131.png)

I am using Unity 2021.1.3f1 with the FMOD Unity plugin 2.02.00 and FMOD 2.02.00.

Any idea why this is happening?

Thanks

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<div class="post-metadata">

**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [July 12, 2021, 4:54am UTC](https://qa.fmod.com/t/fmod-working-in-unity-editor-but-not-on-build-banks-not-found-streamingassets-folder-not-created/17423/2 "2021-07-12T04:54:06Z")

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The problem is that the FMOD Studio Bank Loader isn’t designed to load Asset Bundles so you will need to make a custom bank loader. We have an [example](https://www.fmod.com/resources/documentation-unity?version=2.02&page=examples-async-loading.html) on how to do this, then to load Asset Bundles you would need to change the loading loop to:

```auto
foreach(var bank in Banks)
{
    TextAsset textAsset = Resources.Load("Audio/FMODBanks/" + bank) as TextAsset;
    FMODUnity.RuntimeManager.LoadBank(textAsset, true);
}

```

To be able to use `Resources.Load` will require you change your _FMOD Asset Sub Folder_ in FMOD Settings to “Resources/Audio/FMODBanks”. Then you just need to swap out the FMOD Studio Bank Loader with your custom one and it should build fine.

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<div class="post-metadata">

**Author:** ![Giezi](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/giezi/32/2235_2.png) [@Giezi](https://qa.fmod.com/u/Giezi)\
**Post date:** [July 29, 2021, 11:15am UTC](https://qa.fmod.com/t/fmod-working-in-unity-editor-but-not-on-build-banks-not-found-streamingassets-folder-not-created/17423/3 "2021-07-29T11:15:29Z")

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Thanks, got it.

Changing the setting to Streaming asset made the issue go away. I was using the asset bundles because I needed the low latency for changing the cursor position (read that somewhere), but I’m not doing that anymore, so I switched back to streaming assets.

I have another issue where Fmod works in the editor but not when compiled now, but I will open a new thread.

Thanks for your help!
