# How to load bank file by addressable

**URL:** <https://qa.fmod.com/t/how-to-load-bank-file-by-addressable/20494>\
**Category:** Unity\
**Tags:** unity\
**Created:** [August 2, 2023, 6:56am UTC](https://qa.fmod.com/t/how-to-load-bank-file-by-addressable/20494 "2023-08-02T06:56:12Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Hyungjun](https://avatars.discourse-cdn.com/v4/letter/h/9dc877/32.png) [@Hyungjun](https://qa.fmod.com/u/Hyungjun)\
**Post date:** [August 2, 2023, 6:56am UTC](https://qa.fmod.com/t/how-to-load-bank-file-by-addressable/20494/1 "2023-08-02T06:56:12Z")

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Hello.

My unity project reports high memory usage from profiler and it seems by FMOD banks.  
By profiling, “Untracked Memory” consumes memory about 300~400MB(Removing FMOD, it reduce 300~400MB memory usage).  
I use Addressables in unity, **FMOD bytes** (context is “bank stub:SFX\_xxxx”) files are set as addressable assets.  
And it use “loadBankMemory” method so I tried change it as “loadBankFile” but it occurs error.

loadBankMemory works well with addressables. But loadBankFile does not work.  
How can I change my logic as loadBankFile with Addressables?

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<div class="post-metadata">

**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [August 7, 2023, 6:38am UTC](https://qa.fmod.com/t/how-to-load-bank-file-by-addressable/20494/2 "2023-08-07T06:38:02Z")

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`loadBankFile` will not work with addressables because FMOD cannot just use the asset file, we need to get Unity to decompress and extract it first. The way we do this in `RuntimeManager.loadFromWeb` is by loading the file through a `UnityWebRequest` into memory.

This is the point at which you could write the data out to a file to use with `loadBankFile` if you wanted to, but you would have to do this all manually.
