# Issue with Mac standalone

**URL:** https://qa.fmod.com/t/issue-with-mac-standalone/11326
**Category:** Unity
**Created:** [March 11, 2014, 6:41pm UTC](https://qa.fmod.com/t/issue-with-mac-standalone/11326 "2014-03-11T18:41:48Z")
**Posts on this page:** 1
**Page:** 1

<div class="post-metadata">

### Author: ![GoldenRubyGames](https://avatars.discourse-cdn.com/v4/letter/g/2acd7d/32.png) [@GoldenRubyGames](https://qa.fmod.com/u/GoldenRubyGames)
#### Post date: [March 11, 2014, 6:41pm UTC](https://qa.fmod.com/t/issue-with-mac-standalone/11326/1 "2014-03-11T18:41:48Z")

</div>

Although I was able to integrate FMOD into my project, and the PlayOneShot works fine in the Unity Editor (on a Mac computer) or in the Windows standalone, it throws up errors in the Mac standalone.

My code that calls PlayOneShot looks like this:

```auto
soundSystem.PlayOneShot("/Character/jump", Vector3.zero);
```

And my assets look like this:  
 ![](http://s14.postimg.org/qfwkwgwox/Screen_Shot_2014_03_11_at_2_33_06_PM.png)

This all works fine when I play in the editor or make a windows build, but on Mac standalone, I am getting this error in Player.log

```auto
FMOD Error (ERR_EVENT_NOTFOUND): The requested event, bus or vca could not be found. 
 
(Filename: /Applications/buildAgent/work/d3d49558e4d408f4/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)
```

followed by

```auto
NullReferenceException: Object reference not set to an instance of an object
  at FMOD_StudioSystem.getEvent (System.String path) [0x00000] in <filename unknown>:0 
  at FMOD_StudioSystem.PlayOneShot (System.String path, Vector3 position, Single volume) [0x00000] in <filename unknown>:0 
  at FMOD_StudioSystem.PlayOneShot (System.String path, Vector3 position) [0x00000] in <filename unknown>:0 
  at FMODManager.playPlayerSound (PlayerSound playerSound) [0x00000] in <filename unknown>:0 
  at PlayerSoundEffectController.playWalk () [0x00000] in <filename unknown>:0 
 
(Filename: Line: -1)
```

This happens every time a sound tries to play and only occurs in the Mac standalone. My assumption is that for this standalone I need to provide a different path to the sound.

Alternatively, is there a way I could use a serialized variable for my sound controller?

something like

```auto
public FMODsound playerJumpSound;

public void playJump(){
soundSystem.PlayOneShot(playerJumpSound, Vector3.zero);
}
```

This way I could avoid having to dive into my asset folder entirely.

Thanks for any help.
