FMOD Parameter Trigger not updating parameter in Unity

Thank you for providing extra details and the log!

It looks like the log confirms your findings: the parameter triggers fire before any EventInstance exists because Play() never runs. Since the pegs are preloaded and don’t hit the usual Unity lifecycle hooks (Start/OnEnable), the StudioEventEmitter won’t play automatically.

Two approaches that might fit your workflow:

  • Trigger a lifecycle: pool pegs as inactive, set emitter to OnEnable, then SetActive(true) when used. This ensures Play() happens before you set parameters.
  • Control it explicitly: from Playmaker or a tiny bridge script, call emitter.Play() (or create/start an EventInstance directly) and then set the Perk parameter, which is commonly recommended for runtime driven behavior. You can find a related discussion here: Changing a SudioEventEmitter's Event During Runtime - #2 by Leah_FMOD

Hope this helps!