Hi,
The issue is, the 50% trigger is on the Single Instrument (FMOD Studio | Instrument Reference - Single Instrument) rather than the Event (FMOD Studio | FMOD Studio Concepts - Event) resulting in the event being started 100% of the time and the instrument only being triggered 50% of the time which is not the behavior you are expecting.
There are a few solutions:
-
Using a
Command Instrument(FMOD Studio | Instrument Reference - Command Instrument) with a 50% trigger probability that is on a different bus. Now the event containing the command instrument (Trigger Event) can be triggered multiple times and not stopEvent 1incorrectly. Here you can see that theTrigger Eventbeing started without interrupting theIdle Eventunless theDamage Eventis played:

which hopefully is the behavior you are looking for. -
Triggering
Event 2via code that works with a random number range. This way you avoid any events being started till they are needed.
float random = Random.Range(0.0f, 1.0f);
if (random >= 0.5)
{
emitter1.Play();
}
Let me know if either of these options will work for your situation.