GC Allocations from StudioEventEmitter.Play() for 3D one-shot audio

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.

There is not currently a path to avoid that when using the StudioEventEmitter, although you could create your own script following our examples: https://www.fmod.com/docs/2.03/unity/examples-basic.html, either using the FMOD Studio API directly or the RuntimeManager.PlayOneShot.