Unity 5.
I’m trying to terminate a StudioEventEmitter’s sound output when the player collides with it. It’s a power-up collectible that has an idle sound, basically.
I went to OnTriggerEnter() for said object, and added the line “powerPulse.Stop()” (powerPulse is set to the instance gameObject.GetComponent<FMOD_StudioEventEmitter>()). However, in testing, the sound continues to play back in 3D space, where the object was terminated.
Is there something I’m missing? Is it because the sound is infinitely looping?