i created an event in FMOD with different parameters (e.g. drums, guitar, voice etc.). All parameters are looped and they are always in time if they are played.
Now i can play the event in Unity while i can activate and deactivate the single parameters of this event. But the event doesnt sound like in FMOD, the single parameters are out of step.
My event contains 9 different parameters and I tried to work with a StudioEventEmitter and with an EventInstance, but the results are equal. Its possible to activate and deactivate the parameters, but they are always out of step.
I hope you can help me!