Stop an instance in Unity

Hi, no worries!

What we will want to do is keep a reference to the Event Instance rather than just in the Start() function.
Create a

private FMOD.Studio.EventInstance MM; 

variable.
Then we will be able to assign the instance to it from RuntimeManager.CreateInstance while also being able to call in from the public void Click_Play() function.

To aid with debugging I would also suggest learning about our FMOD_RESULT which is returned from most of our functions. You can check the result using something like this:

FMOD.RESULT result = MM.start();
if (result != FMOD.OK)
{
    Debug.Log(result);
}

Hope this helps! If you have any more questions, please do not hesitate to ask.