We’re seeing GC allocations when repeatedly playing a 3D one-shot footstep event through StudioEventEmitter.Play(). Looking at the Unity integration source, each playback creates an FMOD instance and calls RuntimeManager.AttachInstanceToGameObject(). Its FindOrAddAttachedInstance() method allocates a managed new AttachedInstance(). Finished attachments are removed rather than pooled. Is there a supported way to avoid this per-playback allocation while retaining overlapping sounds and transform tracking?
We use this for playing footsteps on enemy creatures, which is something that gets called a lot.