# Load/Unload Bank OnEnable/OnDisable?

**URL:** https://qa.fmod.com/t/load-unload-bank-onenable-ondisable/15841
**Category:** Unity
**Created:** [June 3, 2020, 11:35am UTC](https://qa.fmod.com/t/load-unload-bank-onenable-ondisable/15841 "2020-06-03T11:35:59Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![giantdoor](https://avatars.discourse-cdn.com/v4/letter/g/b5a626/32.png) [@giantdoor](https://qa.fmod.com/u/giantdoor)
#### Post date: [June 3, 2020, 11:35am UTC](https://qa.fmod.com/t/load-unload-bank-onenable-ondisable/15841/1 "2020-06-03T11:35:59Z")

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This has probably already been asked, but I couldn’t find an answer… why doesn’t the StudioBankLoader have an option to load/unload banks when the built-in OnEnable/Disable methods of an object are called?  
As far as I know there’s no real reason for it not to work, if it’s already warking with the Start and OnDestroy built-in methods 😃

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### 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: [June 9, 2020, 9:11am UTC](https://qa.fmod.com/t/load-unload-bank-onenable-ondisable/15841/2 "2020-06-09T09:11:23Z")

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There isn’t any real reason for it, basically it just hasn’t been requested before by the looks of it.

I’ll raise a task to add this functionality to it, thanks.

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### Author: ![giantdoor](https://avatars.discourse-cdn.com/v4/letter/g/b5a626/32.png) [@giantdoor](https://qa.fmod.com/u/giantdoor)
#### Post date: [June 9, 2020, 2:31pm UTC](https://qa.fmod.com/t/load-unload-bank-onenable-ondisable/15841/3 "2020-06-09T14:31:28Z")

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That’d be great!  
When using the Unity Timeline it would be very handy to be able to use a bank holding all the sounds needed in such cutscenes (which often, at least in our case, aren’t used in other parts of the game) and load/unload them using activation tracks on an empty object with a bank loader on it.  
Apart from everything, do you think that’s a good approach?
