# Trouble loading banks

**URL:** https://qa.fmod.com/t/trouble-loading-banks/21270
**Category:** Unity
**Created:** [February 21, 2024, 12:05am UTC](https://qa.fmod.com/t/trouble-loading-banks/21270 "2024-02-21T00:05:56Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![BalancingMonkeyGames](https://avatars.discourse-cdn.com/v4/letter/b/54ee81/32.png) [@BalancingMonkeyGames](https://qa.fmod.com/u/BalancingMonkeyGames)
#### Post date: [February 21, 2024, 12:05am UTC](https://qa.fmod.com/t/trouble-loading-banks/21270/1 "2024-02-21T00:05:56Z")

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Hi all.  
I did some weird configuration stuff with FMOD that I’m wanting to undo, but now I keep having one or other of several issues loading banks. I’ve gone as far as deleting my fmod settings AND cache (Fmod/.cache) AND editor cache (Plugins/FMOD/Cache/Editor/FMODStudioCache) and starting over, and I’ve still got issues.

So at the moment:

1. FMOD builds to the default location

2. FMOD settings are in image:  

3. I’m on FMOD 2.02.20, recently upgraded to see if that would help - I’ve upgraded the plugin and FMOD studio and rebuilt banks

The behaviours I’m getting are:

A) When I run the game, or my unit tests, it fails with “[FMOD] RuntimeBankModel::openFile : Failed to open file ‘/Assets/StreamingAssets/Master.strings.bank’”

B) There IS NO file in that location, and there shouldn’t be - surely it should be reading from the default bank location?

C) If I open the editor cache asset (Plugins/FMOD/Cache/Editor/FMODStudioCache) and look at the path parameter of the banks are correctly pointing at the banks in the default location

D) If I do a local build then the banks are copied into Assets/SourceAssets and then playing in editor and running unit tests work, but I DO NOT want to require my staff to run a build before they can work on the game.

D-1) It should not be necessary, and would also mean that anyone that does an FMOD build (or pulls updated banks from source control) wouldn’t get the updated sounds until they’d done a local build, which isn’t acceptable

D-2) I’m also unsure at this stage how that will interact with the remote builds (I’m doing deployed builds through the Unity Build Automation service)

E) On local build I get the following exception:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/e/e228b71b8d76acb54bc7a82dbb657a5f650cb225.png)  
I debugged into it, and platform is null because binaryCompatibilitiesBeforeBuild contains a bunch of entries (including one for WindowsStandalone64, which is the one that gets selected), but the Values are all null

F) In at least some previous attempts to get all this working, most of the above didn’t apply, but instead I had issues where the banks would not be copied on build, with exceptions containing the “Desktop/Desktop” thing that I’ve seen in some threads. I have no idea why that was happening, or why it’s not happening right now, although I did notice that in the FMODStudioSettings.asset, the banks (see image) would sometimes all be listed with “Desktop/” at the start of each one  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/2/2cd8f631a4214c6c13872c25b598ff63970223b6.png)

I’ve read through a bunch of threads here looking for a fix for my issue, but nothing seems to quite fit or help. Some of the ones I’ve checked are:

> [@Unity won't recognise or play any FMOD events](https://qa.fmod.com/t/unity-wont-recognise-or-play-any-fmod-events/16467):
>
> I recently imported the Oculus Spatialiser for my game which seems to work, however it’s now coming up with loads of errors where it won’t recognise or play any of the sounds from FMOD, however in the event browser it still plays each sound so I’m confused. Is there anything I’m doing wrong? Screenshot is attached of the console errors

> [@Fmod project contains no buit banks, but banks are built?](https://qa.fmod.com/t/fmod-project-contains-no-buit-banks-but-banks-are-built/19752):
>
> Ive tried using a new project, reinstalling fmod, making sure the build path in fmod is empty etc etc …but i still get this error and certain sounds dont trigger. Any fixes? [fmoderror]

> [@Banks are dublicated after build](https://qa.fmod.com/t/banks-are-dublicated-after-build/17663):
>
> Unity 2021.1.19, 2021.1.20 Fmod 2.01.11 IL2CPP Build FMOD Studio project build path: unityProjectPath/Assets Single platform (PC) in StreamingAssets directory After building the game my banks are duplicated from Assets/StreamingAssets to Assets/StreamingAssets/StreamingAssets directory [Editor.log](https://qa.fmod.com/uploads/short-url/lXzS6o2UkTvMSHOIXkqo7P8eGqt.log) (936.1 KB)

> [@Help! Banks not loading. I think i messed up my FMOD settings](https://qa.fmod.com/t/help-banks-not-loading-i-think-i-messed-up-my-fmod-settings/18326):
>
> Hi I’m using FMOD with Unity for a while now and recently updated to 2.01.11. For some reason since the latest import FMOD won’t get the master banks anymore. I’m running a multi platform build with the corresponding sub-folders and it went fine so far. I’ve debugged the bank loading a bit. For some reason it tries to load the Master.strings as “Desktop/Master.strings” from bank path “Assets/FMOD\_Build/Desktop”. which then concatenates to a loadPath: “Assets/FMOD\_Build/Desktop/Desktop/Mas…

Plus a bunch of others

I’m at my wits end, please help!!

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### Author: ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)
#### Post date: [February 23, 2024, 2:57am UTC](https://qa.fmod.com/t/trouble-loading-banks/21270/2 "2024-02-23T02:57:29Z")

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Hi,

Thank you for all the information.

Could you try reinstalling the integration? Please make sure to create a backup of your project before deleting anything.

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### Author: ![BalancingMonkeyGames](https://avatars.discourse-cdn.com/v4/letter/b/54ee81/32.png) [@BalancingMonkeyGames](https://qa.fmod.com/u/BalancingMonkeyGames)
#### Post date: [February 27, 2024, 3:52am UTC](https://qa.fmod.com/t/trouble-loading-banks/21270/3 "2024-02-27T03:52:00Z")

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Huh. I’m not _certain_ yet but it looks like that might have sorted it! Thank you 🙂
