# SourceBankPath in batchmode build

**URL:** <https://qa.fmod.com/t/sourcebankpath-in-batchmode-build/22670>\
**Category:** Unity\
**Created:** [March 7, 2025, 8:17am UTC](https://qa.fmod.com/t/sourcebankpath-in-batchmode-build/22670 "2025-03-07T08:17:40Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![cheese\_block](https://avatars.discourse-cdn.com/v4/letter/c/3be4f8/32.png) [@cheese\_block](https://qa.fmod.com/u/cheese_block)\
**Post date:** [March 7, 2025, 8:17am UTC](https://qa.fmod.com/t/sourcebankpath-in-batchmode-build/22670/1 "2025-03-07T08:17:40Z")

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Hi,  
I am building our game in Unity in headless batchmode. Depending on the configuration the game uses completely different audio banks. I’m setting this in the build process by changing SourceBankPath. However it doesn’t copy the correct banks to StreamingAssets. Is there anything else I need to do to get this to work? I’ve tried playing around with Refresh and CopyToStreamingAssets - but that doesn’t seem to help. Any suggestions appreciated.  
Cheers

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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:** [March 11, 2025, 6:02am UTC](https://qa.fmod.com/t/sourcebankpath-in-batchmode-build/22670/2 "2025-03-11T06:02:30Z")

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CopyToStreamingAssets will exit early if it is called during the Unity build process and you are using AssetBundles.

We recommend adding it to your build script just before building the asset bundles:  
[https://www.fmod.com/docs/2.03/unity/user-guide.html#building-assetbundles](https://www.fmod.com/docs/2.03/unity/user-guide.html#building-assetbundles)
