# How to Adressables+Play Asset Delivery?

**URL:** <https://qa.fmod.com/t/how-to-adressables-play-asset-delivery/17912>\
**Category:** Unity\
**Created:** [November 5, 2021, 6:09pm UTC](https://qa.fmod.com/t/how-to-adressables-play-asset-delivery/17912 "2021-11-05T18:09:59Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![devDarjeeling](https://avatars.discourse-cdn.com/v4/letter/d/a698b9/32.png) [@devDarjeeling](https://qa.fmod.com/u/devDarjeeling)\
**Post date:** [November 5, 2021, 6:09pm UTC](https://qa.fmod.com/t/how-to-adressables-play-asset-delivery/17912/1 "2021-11-05T18:09:59Z")

</div>

Hi there,

I’m working on migrating a game to the new android aab format.  
I switched to the usage of addressables to manage the game content.  
But I couldn’t figure out how to migrate everything FMOD related.

The current working integration of the project uses the StreamingAssets/ folder and related import mode in the FMOD settings.

Where do I go from there ? I don’t understand what to go beyond switching the AssetBundle (that is somewhat different than addressables usage).

I’m using (and stuck with) FMOD integration 2.00.10 and Unity 2019.4.30f1.

Thanks for the help !

---

<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:** [November 10, 2021, 11:08pm UTC](https://qa.fmod.com/t/how-to-adressables-play-asset-delivery/17912/2 "2021-11-10T23:08:50Z")

</div>

Support for Addressables was introduced in 2.01, I recommend you update FMOD to 2.01 and read through our [Addressables documentation](https://fmod.com/resources/documentation-unity?version=2.01&page=user-guide.html#assetbundles-addressables). You can use Addressables with 2.00 but it will be more work.

The AssetBundle side of things is just a matter of manually loading your banks with `RuntimeManager.LoadBank` and passing it the TextAsset from your newly created FMOD Asset Folder.  
To then get them working with Addressables is a matter of assigning [Addresses](https://docs.unity3d.com/Packages/com.unity.addressables@0.4/manual/AddressableAssetsGettingStarted.html) to those text assets, loading them asynchronously with `Addressables.LoadAsset`, and finally using `RuntimeManager.LoadBank` on the resulting TextAsset as you were before. You can open up the FMOD 2.01 integration source code and look for uses of “UNITY\_ADDRESSABLES\_EXIST” to get an idea of the relationship between AssetReferences and TextAssets and how to load them.
