# Making plugins using RNBO

**URL:** <https://qa.fmod.com/t/making-plugins-using-rnbo/21181>\
**Category:** FMOD Engine\
**Created:** [January 31, 2024, 8:57pm UTC](https://qa.fmod.com/t/making-plugins-using-rnbo/21181 "2024-01-31T20:57:18Z")\
**Posts on this page:** 11\
**Page:** 2

<div class="post-metadata">

**Author:** ![sydastry](https://avatars.discourse-cdn.com/v4/letter/s/3bc359/32.png) [@sydastry](https://qa.fmod.com/u/sydastry)\
**Post date:** [February 27, 2025, 9:05pm UTC](https://qa.fmod.com/t/making-plugins-using-rnbo/21181/21 "2025-02-27T21:05:01Z")

</div>

Hi Jeff!

Been using this successfully for a while but today I built a new version of my RNBO plugin and it seems that FMOD Studio isn’t recognizing RNBO plugins at all anymore.

I tried re-installing the FMOD Engine, I tried updating my versions of that and the studio, I’ve re-tried building the plugin again following the instructions closely, and I have restarted my computer – none of these have worked. The only plugins being recognized are the AudioGaming ones. I even tried setting my plugin folder specifically under preferences\>Assets in studio to no avail.

Any help would be appreciated!!!

---

<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:** [February 28, 2025, 4:04am UTC](https://qa.fmod.com/t/making-plugins-using-rnbo/21181/22 "2025-02-28T04:04:05Z")

</div>

That is strange- can you please tell me what version of FMOD Studio you are currently using, and what version of FMOD Engine you are currently building with?  
Can you also send me an FMOD Studio log:

1. Open the FMOD Studio Console by going to _Window → Console_
2. Click on the _Logging_ tab
3. Tick “Show Verbose Logging”
4. Copy and paste the full contents of your log into a text document
5. Upload that to your [FMOD Profile](https://fmod.com/profile#uploads)

EDIT: And as a shot in the dark, can you please ensure you are building the correct configuration from Visual Studio- i.e x64 or ARM, depending on what your OS requires?

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/6/60d1e1c29a77cfe4a4a16091d01c20da2171d21f.png)

---

<div class="post-metadata">

**Author:** ![sydastry](https://avatars.discourse-cdn.com/v4/letter/s/3bc359/32.png) [@sydastry](https://qa.fmod.com/u/sydastry)\
**Post date:** [March 1, 2025, 7:29pm UTC](https://qa.fmod.com/t/making-plugins-using-rnbo/21181/23 "2025-03-01T19:29:28Z")

</div>

Absolutely!

I was using 2.02.19 for both Studio and Engine, which was working before this build attempt and evidently stopped, then I updated to see if that would fix anything so now I’m trying it with 2.03.06 (both Studio and Engine).

Re: the logs, still waiting for our project’s registration to be approved so I can upload those!

And yes, I can confirm I’ve been building for x64 Release (OS is windows 11)

---

<div class="post-metadata">

**Author:** ![sydastry](https://avatars.discourse-cdn.com/v4/letter/s/3bc359/32.png) [@sydastry](https://qa.fmod.com/u/sydastry)\
**Post date:** [March 3, 2025, 8:24pm UTC](https://qa.fmod.com/t/making-plugins-using-rnbo/21181/24 "2025-03-03T20:24:00Z")

</div>

Logs uploaded! Looking at them I think I’m closer to the problem now – it seems to be failing to load because it thinks there’s duplicates of parameters that have similar beginnings to their names but I’ve dug through the Max patch and I can’t seem to find any such duplicates.

Is there an unspoken character limit on the parameter names? Is it assuming similar parameters are duplicates? I may also just be completely off base here.

---

<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:** [March 4, 2025, 3:59am UTC](https://qa.fmod.com/t/making-plugins-using-rnbo/21181/25 "2025-03-04T03:59:39Z")

</div>

I agree that looks to be the problem. Adding the last parameter twice for some reason. Are you missing any parameters or are they all accounted for?  
What version of RNBO/Max are you using?

---

<div class="post-metadata">

**Author:** ![sydastry](https://avatars.discourse-cdn.com/v4/letter/s/3bc359/32.png) [@sydastry](https://qa.fmod.com/u/sydastry)\
**Post date:** [March 4, 2025, 6:29am UTC](https://qa.fmod.com/t/making-plugins-using-rnbo/21181/26 "2025-03-04T06:29:52Z")

</div>

I do seem to be missing some! And yeah, it seems like the ones it’s stopping on are in fact partial names of parameters – (for example, “AM/generator[1]” doesn’t exist, but that is a path where a parameter is tucked away.

I’m using Max version 8.6.4 and RNBO version 1.2.6

---

<div class="post-metadata">

**Author:** ![sydastry](https://avatars.discourse-cdn.com/v4/letter/s/3bc359/32.png) [@sydastry](https://qa.fmod.com/u/sydastry)\
**Post date:** [March 4, 2025, 3:14pm UTC](https://qa.fmod.com/t/making-plugins-using-rnbo/21181/27 "2025-03-04T15:14:01Z")

</div>

update: it lives!

I took all of the params out of subpatches and ensured their names were under 15 characters (since that’s what it’s spitting out in the logs) and it worked. It seems like there is indeed just an unspoken character limit on parameters.

Thanks much for your help here!

---

<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:** [March 4, 2025, 10:15pm UTC](https://qa.fmod.com/t/making-plugins-using-rnbo/21181/28 "2025-03-04T22:15:42Z")

</div>

Nice debugging! Thanks for sharing your findings- there is indeed a limit of 15 characters for [FMOD parameters](https://fmod.com/docs/2.02/api/plugin-api-dsp.html#fmod_dsp_parameter_desc_name), and it is quite unspoken. I will update the docs and RNBO example.

---

<div class="post-metadata">

**Author:** ![sydastry](https://avatars.discourse-cdn.com/v4/letter/s/3bc359/32.png) [@sydastry](https://qa.fmod.com/u/sydastry)\
**Post date:** [March 8, 2025, 8:26pm UTC](https://qa.fmod.com/t/making-plugins-using-rnbo/21181/29 "2025-03-08T20:26:54Z")

</div>

Me again!

Attempted to make a test build on my Mac (for Mac OS, of course) and got this error when trying to play in the editor:

```auto
SystemNotInitializedException: [FMOD] Initialization failed : Loading plugin 'shipbuilder_v7' from '/Users/ssmith15/Documents/GitHub/Shipbuilder-Unity/Assets/Plugins/FMOD/platforms/mac/lib/shipbuilder_v7.dylib' : ERR_FILE_NOTFOUND : File not found.
FMODUnity.RuntimeManager.get_Instance () (at Assets/Plugins/FMOD/src/RuntimeManager.cs:219)
FMODUnity.RuntimeManager.SetListenerLocation (System.Int32 listenerIndex, UnityEngine.GameObject gameObject, UnityEngine.GameObject attenuationObject) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:1415)
FMODUnity.StudioListener.Update () (at Assets/Plugins/FMOD/src/StudioListener.cs:176)

```

The .dll file was in the Mac platform lib folder, and I attempted modifying lines 81 and 95 in PlatformPlayInEditor.cs to see if anything would give (just kind of trying anything based on [this somewhat-related thread](https://qa.fmod.com/t/2-02-17-systemnotinitializedexception-fmod-initialization-failed-loading-plugin-oculusspatializerfmod-from-bad-path-assets-assets-plugins-fmod-platforms-win-lib-x86-64-oculusspatializerfmod-dll-err-file-notfound/20659), not fully expecting it to work) to try to change the path and change it to look for a .dll instead of .dylib, and as I suspected, nothing gave.

Went to go see if there was any chance of building the plugin as a .dylib on my mac and saw that the example solution described here wasn’t even in the Mac version of the FMOD Engine.

Is there any hope of getting this working on Mac? Am I missing information again?  
Any guidance would be greatly appreciated! Thanks!

---

<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:** [March 11, 2025, 10:18pm UTC](https://qa.fmod.com/t/making-plugins-using-rnbo/21181/30 "2025-03-11T22:18:55Z")

</div>

dlls and dylibs are not interchangeable- just like how you can’t use AudioUnits on Windows, you can’t use dlls on Mac. Every platform you want to target will need to be compiled for that platform separately, which means a `.dll` for Windows, a `.dylib` for Mac, a `.so` for Linux and Android, and various other formats for consoles that I can’t discuss on the public forums.  
There is no Example VisualStudio solution for Mac, unfortunately the toolset is completely different and we have to use [Xcode](https://developer.apple.com/xcode/) to compile anything for Mac, iOS and tvOS. You can open `examples.xcworkspace` in api/core/examples/xcode32 using Xcode and follow the steps listed in fmod\_rnbo.cpp to build a `.dylib` version of your plugin.

---

<div class="post-metadata">

**Author:** ![sydastry](https://avatars.discourse-cdn.com/v4/letter/s/3bc359/32.png) [@sydastry](https://qa.fmod.com/u/sydastry)\
**Post date:** [March 11, 2025, 10:25pm UTC](https://qa.fmod.com/t/making-plugins-using-rnbo/21181/31 "2025-03-11T22:25:44Z")

</div>

Got it! Thanks so much

[Previous page](https://qa.fmod.com/t/making-plugins-using-rnbo/21181.md?page=1)
