# X64 version for Fmod api?

**URL:** <https://qa.fmod.com/t/x64-version-for-fmod-api/22058>\
**Category:** Other\
**Created:** [September 4, 2024, 1:25am UTC](https://qa.fmod.com/t/x64-version-for-fmod-api/22058 "2024-09-04T01:25:49Z")\
**Posts on this page:** 1\
**Showing post:** 8

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**Author:** ![Battern](https://avatars.discourse-cdn.com/v4/letter/b/34f0e0/32.png) [@Battern](https://qa.fmod.com/u/Battern)\
**Post date:** [September 5, 2024, 9:47pm UTC](https://qa.fmod.com/t/x64-version-for-fmod-api/22058/8 "2024-09-05T21:47:17Z")

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An update.

I have tried to tackle this problem of getting access to Fmod in another way - by adding the available wrapper classes you get when you download the api engine and building some code around that. That way I have gotten a little further.

Please check it out:

> [@Getting empty events with studioSystem.loadBankFile](https://qa.fmod.com/t/getting-empty-events-with-studiosystem-loadbankfile/22065/1):
>
> I have a problem with the banks being loaded being empty when trying to use them. I have tried two banks, the first master.bank with 8 events and a smaller testbank.bank with one event. Loading the first gives 8 empty banks and the second gives 1 empty bank so something is loaded but not the contents of the banks. I am using version 2.03.02 (Early Access) both for the studio editor that exports the banks and for the engine. I initialize like this (C#): public override void \_Ready() { // Cr…

Perhaps the solution can be found there - at least for us that are willing to use C# to get access to Fmod.

I understand I am not alone wanting to get access to Fmod in Godot. This could be a solution.

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_[View the full topic](https://qa.fmod.com/t/x64-version-for-fmod-api/22058)._
