# Unity Fmod - for Oculus Go deployment problem

**URL:** https://qa.fmod.com/t/unity-fmod-for-oculus-go-deployment-problem/14619
**Category:** Unity
**Created:** [April 27, 2019, 9:03am UTC](https://qa.fmod.com/t/unity-fmod-for-oculus-go-deployment-problem/14619 "2019-04-27T09:03:32Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![ToolAudio](https://avatars.discourse-cdn.com/v4/letter/t/58f4c7/32.png) [@ToolAudio](https://qa.fmod.com/u/ToolAudio)
#### Post date: [April 27, 2019, 9:03am UTC](https://qa.fmod.com/t/unity-fmod-for-oculus-go-deployment-problem/14619/1 "2019-04-27T09:03:32Z")

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Hello everybody!

I am working on an application for oculus go made with Unity (2018.3.6.f1), Fmod (1.10.09) and Oculus Spatializer (1.36.0.). The integration of fmod worked just fine and when I launch the game within Unity I have all sounds beeing played back correctly. But when I create the android build and sideload it to the Oculus Go, I don’t have any audio being played back (the game itself works just fine).  
The Unity Log tells me “Build completed with a result of ‘Succeeded’”.

Any ideas what I am missing here?

Thank you!  
Cheers…

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### 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: [April 30, 2019, 1:50am UTC](https://qa.fmod.com/t/unity-fmod-for-oculus-go-deployment-problem/14619/2 "2019-04-30T01:50:51Z")

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Are you able to make Development build and run it, then check the logs for that. In development build we normally use the logging libs which can provide more information.
