Updating parameters and stopping events not working

Hello everyone, apologize if this question is rudimentary. I have searched the forums and scoured all tutorials I could find and it is still not working. I am a beginner with FMOD and Unity so again apologize.

I have created Events, I can call them from Unity to get them started and pass the various parameter values during that start call. However, no matter what I try I can’t seem to

1- Update the parameter values correctly
2- Stop the event instance when needed.

Below is a sample of my code that myself and my programmer have created in a basic test scene to try to understand what we are missing and what we are doing wrong. Any help at all would be massively appreciated.

Thank you!

using System.Collections;
using System.Collections.Generic;
using FMODUnity;
using FMOD;
using FMOD.Studio;

using UnityEngine;

[CreateAssetMenu(menuName = "ScriptableObjects/AudioManagers/Test")]
public class TEST_FmodAudioManager : AudioManagerSO_Base
    FMOD.Studio.Bus MasterBus;
    public FMODUnity.EventReference _E5CircusIntroMus; //Fmod Event
    private FMOD.Studio.EventInstance m_E5CircusIntroMus; //Fmod Emitter

    [Range(0f, 1f)]
    public float Level = 1f;

    public float paramFloat;

    public void TestCall()
        paramFloat = Level;

        CallFmod(m_E5CircusIntroMus, _E5CircusIntroMus, "E5_CircIntro_K", 1, "E5_CircIntro_Vol", Level, "E5_CircusIntro_Switch", 1f);
        MasterBus = FMODUnity.RuntimeManager.GetBus("Bus:/");
        m_E5CircusIntroMus = FMODUnity.RuntimeManager.CreateInstance(_E5CircusIntroMus);

    public void TestUpdate()
        UpdateFmod(m_E5CircusIntroMus, "E5_CircIntro_K", 2, "E5_CircIntro_Vol", 0.1f, "E5_CircusIntro_Switch", 1.0f);
        //m_E5CircusIntroMus.setParameterByName("E5_CircIntro_K", 1);
        //m_E5CircusIntroMus.setParameterByName("E5_CircIntro_Vol", 0.25f);
        //m_E5CircusIntroMus.setParameterByName("E5_CircusIntro_Switch", 0f);
    public void TestStop()
        //MasterBus.stopAllEvents(FMOD.Studio.STOP_MODE.ALLOWFADEOUT);// THIS WORKS