IOS Build cannot find banks

Hello,
we are trying to build for IOS and getting no sound. In the Log we found that the bank file have to be missing, because no events can be found?

EventNotFoundException: FMOD Studio event not found ‘event:/Music/AmbientMain’
at GooglePlayDownloader.GetExpansionFilePath () [0x00000] in :0
at FMODUnity.RuntimeManager.CreateInstance (System.String path) [0x00000] in :0
at FMOD_PlayOnEnable.OnEnable () [0x00000] in :0

(Filename: currently not available on il2cpp Line: -1)

In the Editor the sounds are played without problems. The Android build is working fine. We are using Unity 5.3.1f and the latest FMOD version.

Thank you for your help!

Edit: Why FMOD is invoking the GooglePlayDownloader on playing sounds?

FMOD doesn’t use GooglePlayDownloader at any shape or form. Unity runtime is generating incorrect callstack, perhaps try a development/debugging build. Can you post any error messages from the bank loading stage.

Thank you for your fast response.

I get following debug output:

FMOD Studio: Creating runtime system instance
FMODUnity.RuntimeManager:Initialiase(Boolean)
FMODUnity.RuntimeManager:get_Instance()
FMODUnity.RuntimeManager:PathToGUID(String)
FMODUnity.RuntimeManager:CreateInstance(String)
FMOD_PlayOnEnable:OnEnable()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

FMOD Studio: Device iPod7,1 classed as MobileLow
FMODUnity.RuntimeUtils:GetCurrentPlatform()
FMODUnity.RuntimeManager:Initialiase(Boolean)
FMODUnity.RuntimeManager:get_Instance()
FMODUnity.RuntimeManager:PathToGUID(String)
FMODUnity.RuntimeManager:CreateInstance(String)
FMOD_PlayOnEnable:OnEnable()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

EventNotFoundException: FMOD Studio event not found 'event:/Music/AmbientMain'
  at GooglePlayDownloader.GetExpansionFilePath () [0x00000] in <filename unknown>:0 
  at FMODUnity.RuntimeManager.CreateInstance (System.String path) [0x00000] in <filename unknown>:0 
  at FMOD_PlayOnEnable.OnEnable () [0x00000] in <filename unknown>:0 
 
(Filename: currently not available on il2cpp Line: -1)

EDIT:

I have removed the GooglePlayDownloader class for IOS Builds, now I am getting this:

EventNotFoundException: FMOD Studio event not found 'event:/Music/AmbientMain'
  at FMODUnity.OneshotList.SetParameterValue (System.String name, Single value) [0x00000] in <filename unknown>:0 
  at FMODUnity.RuntimeManager.CreateInstance (System.String path) [0x00000] in <filename unknown>:0 
  at FMOD_PlayOnEnable.OnEnable () [0x00000] in <filename unknown>:0 
 
(Filename: currently not available on il2cpp Line: -1)

Now I have added a manual bank load for the master bank and I am getting following error:
BankLoadException: FMOD Studio could not load bank ‘/var/mobile/Containers/Bundle/Application/DD7F6221-18D2-4F4E-A51F-D658D17DF130/ATAK.app/Data/Raw/Master Bank.bank’ : ERR_FILE_BAD : Error loading file.

Updating to Unity 5.3.2 has resolved the problem. I have no idea about the reason…

My best guess is “(760943) - IL2CPP: Do not incorrectly free blittable arrays marshaled as [In,Out] parameters” meant that passing strings to FMOD resulted in getting garbage bank file names and event names.

“(754539) - iOS/IL2CPP: Correct stack traces in exception messages, which could sometimes miss managed frames.” is why none of your stack traces made any sense.