Does SteamAudioSource strictly require FMOD Event Emitter, and how to handle dynamic event paths?

I’m setting up a gunshot system in Unity using FMOD and Steam Audio.

I noticed that SteamAudioSource (for occlusion and reflections) seems to only work if there is an FMOD Event Emitter attached to the same GameObject.

My questions are:

  1. Is FMOD Event Emitter strictly required for SteamAudioSource to function, or is there a way to feed a dynamically created EventInstance into it?

  2. If it is strictly required, is there a recommended method to dynamically change event paths on an FMOD Event Emitter at runtime for object pooling? Right now, simply assigning a new event path and calling play doesn’t work, and it keeps playing the old sound. What is the best practice to handle this limitation?

Thanks in advance for any advice!