# Unity WebGL fails to build with FMOD implemented

**URL:** <https://qa.fmod.com/t/unity-webgl-fails-to-build-with-fmod-implemented/16119>\
**Category:** Unity\
**Created:** [August 28, 2020, 7:40am UTC](https://qa.fmod.com/t/unity-webgl-fails-to-build-with-fmod-implemented/16119 "2020-08-28T07:40:13Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [September 10, 2020, 4:04am UTC](https://qa.fmod.com/t/unity-webgl-fails-to-build-with-fmod-implemented/16119/3 "2020-09-10T04:04:30Z")

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As mentioned by Mathew in the thread linked below:

> FMOD doesn’t natively support Ambisonics, support is derived by using the Resonance or Oculus spatialization plugins. Unfortunately these plugins aren’t available for WebGL, they would need to be ported over.

Unfortunately without the Resonance plugins it isn’t possible to play Ambisonics with FMOD.

> [@Does WebGL support spatialized audio?](https://qa.fmod.com/t/does-webgl-support-spatialized-audio/16148/):
>
> Hi guys, Pretty simple question here. I’m working on a project for a client and the key technical components are that spatialised audio is utilised and that the project is able to be embedded into a website. In the current Unity project (using Unity 2018.4.26f1 and FMOD Studio 2.00.10) I am able to get a functioning bounce into WebGL, but without any of the spatialised audio I have made in FMOD. The project is muted. When I took off the spatialiser plugin and tried a build, I had the same out…

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