# Loading additional banks in runtime from addressables - Event not found

**URL:** <https://qa.fmod.com/t/loading-additional-banks-in-runtime-from-addressables-event-not-found/17063>\
**Category:** Unity\
**Created:** [April 16, 2021, 12:53pm UTC](https://qa.fmod.com/t/loading-additional-banks-in-runtime-from-addressables-event-not-found/17063 "2021-04-16T12:53:07Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Malicjusz](https://avatars.discourse-cdn.com/v4/letter/m/4da419/32.png) [@Malicjusz](https://qa.fmod.com/u/Malicjusz)\
**Post date:** [April 16, 2021, 12:53pm UTC](https://qa.fmod.com/t/loading-additional-banks-in-runtime-from-addressables-event-not-found/17063/1 "2021-04-16T12:53:08Z")

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Hi.

So I’m trying to load an additional bank created in a separate Unity and FMOD Studio project in my main Unity project that already utilizes FMOD. I deliver the banks text asset imported to the separate Unity project to my main project via addressables - I load the content catalog additively at runtime, load the bank text asset via Addressables.LoadAssetAsync() and then load the bank itself via RuntimeManager.LoadBank(bank, true). All these operations complete successfully from what I was able to check. Still, when I try to play the event in the additional bank, I get a [FMOD] Event not found ‘event:/SFX/Visuals/Hat’ exception during FMODUnity.RuntimeManager.CreateInstance.

I’ve done all of the following, everything looks to be fine, but I still get the error.

- Make sure the Import Type in both FMOD projects is set to Asset Bundle
- Make sure the UNITY\_ADDRESSABLES\_EXIST is defined
- Check that you’ve placed the Event into a Bank in the FMOD Studio Tool
- Check that the Bank is being loaded by a FMOD Studio Bank Loader component or your own script
- Check the Script Execution Order to make sure the code that loads the Bank runs before code that looks up the event

What are the possible reasons of such a situation? Do I need to do something special to get the additional bank to work? For comparison, all the banks in the main Unity/FMOD projects play back correctly.

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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:** [April 19, 2021, 2:26am UTC](https://qa.fmod.com/t/loading-additional-banks-in-runtime-from-addressables-event-not-found/17063/2 "2021-04-19T02:26:43Z")

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FMOD is only able to handle additional banks from additional projects if they made through DLC/UGC process: [FMOD - Supporting Downloadable and User-generated Content](https://fmod.com/resources/documentation-studio?version=2.2&page=supporting-downloadable-and-user-generated-content.html).
