# Unity OBB - APK Audio Sound Error

**URL:** <https://qa.fmod.com/t/unity-obb-apk-audio-sound-error/19326>\
**Category:** Unity\
**Tags:** unity, csharp\
**Created:** [September 28, 2022, 7:34am UTC](https://qa.fmod.com/t/unity-obb-apk-audio-sound-error/19326 "2022-09-28T07:34:12Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![baturalpcetin](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/baturalpcetin/32/2977_2.png) [@baturalpcetin](https://qa.fmod.com/u/baturalpcetin)\
**Post date:** [September 28, 2022, 7:34am UTC](https://qa.fmod.com/t/unity-obb-apk-audio-sound-error/19326/1 "2022-09-28T07:34:12Z")

</div>

Hi guys,  
The normal unity android build works without problems. After the uploaded apk file to the market, the splash screen sound does not work. How can I solve that? Splash screen assets work on the OBB file extension.  
FMOD VERS. 02.02.07  
UNITY VERS. 2019.4.39F1

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<div class="post-metadata">

**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:** [October 3, 2022, 2:00am UTC](https://qa.fmod.com/t/unity-obb-apk-audio-sound-error/19326/2 "2022-10-03T02:00:39Z")

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Hi,

Are other sounds still working in the scene? If so it sounds like the banks aren’t being loaded in before the `Splash screen` which means the sounds won’t be ready to be played.  
You can use this function to make sure everything has loaded correctly:

```auto
if(FMODUnity.RuntimeManager.HasBankLoaded("Master Bank"))
{
	Debug.Log("Master Bank Loaded");
	// This is where you could call the splash screen 
}

```

Hope this help!

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<div class="post-metadata">

**Author:** ![baturalpcetin](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/baturalpcetin/32/2977_2.png) [@baturalpcetin](https://qa.fmod.com/u/baturalpcetin)\
**Post date:** [October 4, 2022, 7:37am UTC](https://qa.fmod.com/t/unity-obb-apk-audio-sound-error/19326/3 "2022-10-04T07:37:59Z")

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> [@Connor\_FMOD](#):
>
> ```auto
> if(FMODUnity.RuntimeManager.HasBankLoaded("Master Bank"))
> {
> Debug.Log("Master Bank Loaded");
> // This is where you could call the splash screen 
> }
> 
> ```

Banks are loading after splash screen.  
I’ve tried load master and masterbank.string by fmod studio bank loader on splash screen. It didn’t work.

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<div class="post-metadata">

**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:** [October 10, 2022, 3:43am UTC](https://qa.fmod.com/t/unity-obb-apk-audio-sound-error/19326/4 "2022-10-10T03:43:07Z")

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Have you tried turning off the splash screen option in the `Project Settings`? Then you can use the `UnityEngine.Renderer` to draw the splash screen, Like so:

```auto
    IEnumerator Start()
    {
        while (!FMODUnity.RuntimeManager.HaveAllBanksLoaded)
		{
            Debug.Log("Still Loading"); 
            yield return null; 
		}
        Debug.Log("Finished Loading"); 

        Debug.Log("Showing splash screen");
        SplashScreen.Begin();
        emitter.Play();
        while (!SplashScreen.isFinished)
        {
            SplashScreen.Draw();
            yield return null;
        }
        emitter.Stop();
        SceneManager.LoadScene(sceneName, LoadSceneMode.Single);
        Debug.Log("Finished showing splash screen");
    }

```

What we are doing is waiting till all the banks have been loaded before we start the audio and draw the splash screen. Then when everything has finished we stop the audio and load a new scene.

Hope this helps!

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<div class="post-metadata">

**Author:** ![baturalpcetin](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/baturalpcetin/32/2977_2.png) [@baturalpcetin](https://qa.fmod.com/u/baturalpcetin)\
**Post date:** [October 18, 2022, 8:27am UTC](https://qa.fmod.com/t/unity-obb-apk-audio-sound-error/19326/5 "2022-10-18T08:27:02Z")

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That’s worked and there was no delay at the opening of the game, thank you.
