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:
-
Is
FMOD Event Emitterstrictly required forSteamAudioSourceto function, or is there a way to feed a dynamically createdEventInstanceinto it? -
If it is strictly required, is there a recommended method to dynamically change event paths on an
FMOD Event Emitterat 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!