# Resonance Audio: Studio plugin vs Github C++ compile

**URL:** <https://qa.fmod.com/t/resonance-audio-studio-plugin-vs-github-c-compile/20871>\
**Category:** FMOD Studio\
**Created:** [November 13, 2023, 11:41am UTC](https://qa.fmod.com/t/resonance-audio-studio-plugin-vs-github-c-compile/20871 "2023-11-13T11:41:54Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![magrotten](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/magrotten/32/3968_2.png) [@magrotten](https://qa.fmod.com/u/magrotten)\
**Post date:** [November 13, 2023, 11:41am UTC](https://qa.fmod.com/t/resonance-audio-studio-plugin-vs-github-c-compile/20871/1 "2023-11-13T11:41:54Z")

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Hi folks,

Seems that building FMOD Resonance Plugin using C++ SDK source code from Github manually is the proper way to run the latest/most recently updated version of the Resonance plugin in FMOD/Unreal projects rather than relying on FMOD’s plugin, is that correct?

Can FMOD staff see any advantages of building C++ versus just running the latest version of Studio which has the plugins, as I don’t know if Studio’s plugins are as up to date as Github.

(related post - [FMOD Unity integration crash with ResonanceAudio](https://qa.fmod.com/t/fmod-unity-integration-crash-with-resonanceaudio/15710))

Thanks for any info you can provide.

Matt

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**Author:** ![mathew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/mathew/32/431_2.png) [@mathew](https://qa.fmod.com/u/mathew)\
**Post date:** [November 14, 2023, 12:51am UTC](https://qa.fmod.com/t/resonance-audio-studio-plugin-vs-github-c-compile/20871/2 "2023-11-14T00:51:05Z")

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The Resonance Audio GitHub is read-only now, so the best place to get the latest builds is directly from us. We include binary builds of Resonance in all our packages (tool and API), including console builds for all our platforms.
