# Problem connecting Celeste to FMOD Live Update, even after trying solutions from similar posts here

**URL:** https://qa.fmod.com/t/problem-connecting-celeste-to-fmod-live-update-even-after-trying-solutions-from-similar-posts-here/24500
**Category:** FMOD Studio
**Created:** [September 4, 2026, 2:54pm UTC](https://qa.fmod.com/t/problem-connecting-celeste-to-fmod-live-update-even-after-trying-solutions-from-similar-posts-here/24500 "2026-09-04T14:54:05Z")
**Posts on this page:** 6
**Page:** 1

<div class="post-metadata">

### Author: ![annimovsisyan](https://avatars.discourse-cdn.com/v4/letter/a/77aa72/32.png) [@annimovsisyan](https://qa.fmod.com/u/annimovsisyan)
#### Post date: [September 4, 2026, 2:54pm UTC](https://qa.fmod.com/t/problem-connecting-celeste-to-fmod-live-update-even-after-trying-solutions-from-similar-posts-here/24500/1 "2026-09-04T14:54:05Z")

</div>

Hi everyone,

I’ve been following the instructions for connecting Celeste to the available FMOD Studio project, but I’m having issues getting the live update to work: [https://www.fmod.com/docs/2.03/studio/appendix-a-celeste.html](https://www.fmod.com/docs/2.03/studio/appendix-a-celeste.html)

I’m using FMOD version 1.10.10, and I have not made any changes to the FMOD project before building the banks.

I had the same issue as others on this forum, with the game initially not opening after rebuilding the banks as directed in the link above. I then managed to get the game to open again after changing the game version to 1.2.5.0 and re-building the banks, as suggested in this thread: [Problem with celeste+fmod](https://qa.fmod.com/t/problem-with-celeste-fmod/15168)

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/bd07908c537c753ee4266c7df745a98c7d21a182.png)

However, connecting to Live Update is still not working. I get the following “Socket Error” message:

 ![Screenshot 2026-09-04 143630](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/8/89d0c202e2bfc495cf7cac4213930441484a5aa8.png)

I also have these error logs coming up; I don’t know what to do with this information:

> ```auto
> Monocle Engine Error Log
> 
> 04/09/2026 15:39:54
> System.Runtime.Serialization.SerializationException: The input stream is not a valid binary format. The starting contents (in bytes) are: 3C-3F-78-6D-6C-20-76-65-72-73-69-6F-6E-3D-22-31-2E ...
> at System.Runtime.Serialization.Formatters.Binary.SerializationHeaderRecord.Read(__BinaryParser input)
> at System.Runtime.Serialization.Formatters.Binary.__BinaryParser.ReadSerializationHeaderRecord()
> at System.Runtime.Serialization.Formatters.Binary.__BinaryParser.Run()
> at System.Runtime.Serialization.Formatters.Binary.ObjectReader.Deserialize(HeaderHandler handler, __BinaryParser serParser, Boolean fCheck, Boolean isCrossAppDomain, IMethodCallMessage methodCallMessage)
> at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize(Stream serializationStream, HeaderHandler handler, Boolean fCheck, Boolean isCrossAppDomain, IMethodCallMessage methodCallMessage)
> at Celeste.UserIO.Deserialize[T](Stream stream)
> at Celeste.UserIO.Load[T](String path, Boolean backup)
> 
> 04/09/2026 14:35:39
> System.Runtime.Serialization.SerializationException: The input stream is not a valid binary format. The starting contents (in bytes) are: 3C-3F-78-6D-6C-20-76-65-72-73-69-6F-6E-3D-22-31-2E ...
> at System.Runtime.Serialization.Formatters.Binary.SerializationHeaderRecord.Read(__BinaryParser input)
> at System.Runtime.Serialization.Formatters.Binary.__BinaryParser.ReadSerializationHeaderRecord()
> at System.Runtime.Serialization.Formatters.Binary.__BinaryParser.Run()
> at System.Runtime.Serialization.Formatters.Binary.ObjectReader.Deserialize(HeaderHandler handler, __BinaryParser serParser, Boolean fCheck, Boolean isCrossAppDomain, IMethodCallMessage methodCallMessage)
> at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize(Stream serializationStream, HeaderHandler handler, Boolean fCheck, Boolean isCrossAppDomain, IMethodCallMessage methodCallMessage)
> at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize(Stream serializationStream)
> at Celeste.UserIO.Deserialize[T](Stream stream)
> at Celeste.UserIO.Load[T](String path, Boolean backup)
> 
> 04/09/2026 14:28:21
> System.Runtime.Serialization.SerializationException: The input stream is not a valid binary format. The starting contents (in bytes) are: 3C-3F-78-6D-6C-20-76-65-72-73-69-6F-6E-3D-22-31-2E ...
> at System.Runtime.Serialization.Formatters.Binary.SerializationHeaderRecord.Read(__BinaryParser input)
> at System.Runtime.Serialization.Formatters.Binary.__BinaryParser.ReadSerializationHeaderRecord()
> at System.Runtime.Serialization.Formatters.Binary.__BinaryParser.Run()
> at System.Runtime.Serialization.Formatters.Binary.ObjectReader.Deserialize(HeaderHandler handler, __BinaryParser serParser, Boolean fCheck, Boolean isCrossAppDomain, IMethodCallMessage methodCallMessage)
> at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize(Stream serializationStream, HeaderHandler handler, Boolean fCheck, Boolean isCrossAppDomain, IMethodCallMessage methodCallMessage)
> at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize(Stream serializationStream)
> at Celeste.UserIO.Deserialize[T](Stream stream)
> at Celeste.UserIO.Load[T](String path, Boolean backup)
> 
> ```

Any help would be much appreciated!

Thanks in advance,  
Anni

---

<div class="post-metadata">

### Author: ![li\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/li_fmod/32/6577_2.png) [@li\_fmod](https://qa.fmod.com/u/li_fmod)
#### Post date: [September 8, 2026, 12:40am UTC](https://qa.fmod.com/t/problem-connecting-celeste-to-fmod-live-update-even-after-trying-solutions-from-similar-posts-here/24500/2 "2026-09-08T00:40:50Z")

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Hi Anni,

Thanks for the detailed information.

I tested this with **Celeste 1.2.5.0 and FMOD Studio 1.10.10** and was able to get Live Update working.

Could you please confirm whether you followed the [Edit Celeste’s settings](https://www.fmod.com/docs/2.03/studio/appendix-a-celeste.html#edit-celestes-settings) section of the guide?

In `settings.celeste`, `LaunchWithFMODLiveUpdate` needs to be manually changed from `false` to `true`:

```auto
<LaunchWithFMODLiveUpdate>true</LaunchWithFMODLiveUpdate>

```

After restarting Celeste, you should see **“FMOD Live Update Enabled”** on the title screen before attempting to connect from FMOD Studio.

Could you please let me know whether that message appears for you?

---

<div class="post-metadata">

### Author: ![annimovsisyan](https://avatars.discourse-cdn.com/v4/letter/a/77aa72/32.png) [@annimovsisyan](https://qa.fmod.com/u/annimovsisyan)
#### Post date: [September 8, 2026, 1:04am UTC](https://qa.fmod.com/t/problem-connecting-celeste-to-fmod-live-update-even-after-trying-solutions-from-similar-posts-here/24500/3 "2026-09-08T01:04:27Z")

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Hi Li,

Thank you for your reply. I forgot to include in my post that I had also changed the “false” in false to “true”.

I believe I followed all of the instructions on the FMOD Celeste project page as they are written. But somehow, even after changing to an older version of the game, I still have the “socket error” message coming up in FMOD.

---

<div class="post-metadata">

### Author: ![li\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/li_fmod/32/6577_2.png) [@li\_fmod](https://qa.fmod.com/u/li_fmod)
#### Post date: [September 8, 2026, 2:02am UTC](https://qa.fmod.com/t/problem-connecting-celeste-to-fmod-live-update-even-after-trying-solutions-from-similar-posts-here/24500/4 "2026-09-08T02:02:01Z")

</div>

Thanks for confirming.

I did some further testing and was able to reproduce the issue.

With **Celeste 1.2.5.0** , the original `Content/FMOD/Desktop` folder contains an additional `new_content.bank`. Following the guide, I renamed the original `Desktop` folder to `Desktop_original` and rebuilt the banks from FMOD Studio. The newly generated `Desktop` folder did not contain `new_content.bank`, and Celeste 1.2.5.0 crashed on launch.

If you would still like to use **Celeste 1.2.5.0** , as a temporary workaround, you can copy the original `new_content.bank` from `Desktop_original` into the newly generated `Desktop` folder. In my testing, this allowed the game to launch normally and **Live Update connected successfully** once `LaunchWithFMODLiveUpdate` was set to `true`.

Alternatively, I also tested the **latest version of Celeste** with the **“Celeste Project (includes DLC content)”** project. The generated bank set matched the current game version, and both the game and **Live Update worked normally without any additional bank changes**.

Could you also let me know which FMOD project you downloaded from our Downloads page — **“Celeste Project (includes DLC content)”** or **“Celeste Project”**?

---

<div class="post-metadata">

### Author: ![annimovsisyan](https://avatars.discourse-cdn.com/v4/letter/a/77aa72/32.png) [@annimovsisyan](https://qa.fmod.com/u/annimovsisyan)
#### Post date: [September 8, 2026, 12:13pm UTC](https://qa.fmod.com/t/problem-connecting-celeste-to-fmod-live-update-even-after-trying-solutions-from-similar-posts-here/24500/5 "2026-09-08T12:13:10Z")

</div>

I’ve just copied`new_content.bank`to the new Desktop folder after rebuilding the banks, then ran the game again. I’m still getting the same socket error message when I click on Live Update in FMOD, despite already having `LaunchWithFMODLiveUpdate` set to `true`.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/9/952fa17234ce8445bba813125eaebc92fa833beb.png)

I downloaded “Celeste Project”. Should I have downloaded the one that includes DLC content?

---

<div class="post-metadata">

### Author: ![li\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/li_fmod/32/6577_2.png) [@li\_fmod](https://qa.fmod.com/u/li_fmod)
#### Post date: [September 9, 2026, 11:15pm UTC](https://qa.fmod.com/t/problem-connecting-celeste-to-fmod-live-update-even-after-trying-solutions-from-similar-posts-here/24500/6 "2026-09-09T23:15:37Z")

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Could you please confirm whether **“FMOD Live Update Enabled”** appears on the Celeste title screen when you launch version 1.2.5.0?

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/e/e9bea2bd79b8f780c2cb3d25869acf5941c99eb2.jpeg)

> [@annimovsisyan](#):
>
> I downloaded “Celeste Project”. Should I have downloaded the one that includes DLC content?

You don’t need to switch to the DLC project. I tested **Celeste 1.2.5.0 with the regular “Celeste Project”** and was able to get both the game and Live Update working.

I did some further testing and found that there may be a compatibility issue with the save/settings data after switching from the current version of Celeste back to 1.2.5.0. Steam Cloud can also restore the existing files after downgrading.

In my testing, `settings.celeste` already showed:

```auto
<LaunchWithFMODLiveUpdate>true</LaunchWithFMODLiveUpdate>

```

but Live Update still wasn’t actually enabled in-game.

What worked for me was to temporarily disable Steam Cloud, back up and remove the existing `Saves` and `Backups` folders, then launch Celeste 1.2.5.0, play far enough to save and quit and let it generate a fresh `settings.celeste`. After changing `LaunchWithFMODLiveUpdate` to `true` in that newly generated file, **“FMOD Live Update Enabled”** appeared on the title screen and FMOD Studio connected successfully.

If you don’t see that message on the title screen, could you give this a try and let me know whether it works for you?
