FMOD Studio 1.07 and FMOD Studio Integration 2.0 Package Version 1.07.03and unity 5.2

hello everybody, i can´t call a parameter , what´s wrong??

i´m using FMOD Studio 1.07 and FMOD Studio Integration 2.0 Package Version 1.07.03 and unity 5.2

Code Summary:

using UnityEngine;
using UnityEngine.UI;   
using System.Collections;

public class PlayerController : MonoBehaviour {

	private float pvel; // Unity event for wall impacts
	private FMOD.Studio.EventInstance wallHit; // parameter in FMOD "wall-hit-vel" event 
	private FMOD.Studio.ParameterInstance parameter_name; // fmod parameter
        

          
         void FixedUpdate ()

         pvel = gameObject.GetComponent<Rigidbody>().velocity.magnitude;


         void OnTriggerEnter(Collider other) 	{
		if (other.gameObject.CompareTag ("wall")) { 
			FMODUnity.RuntimeManager.PlayOneShot("event:/wall"); 
			wall = FMODUnity.RuntimeManager.CreateInstance("event:/parameter_name");

			if (wall.getParameter ("parameter_name", out parameter_name) !=  FMOD.RESULT.OK) {
				Debug.LogError ("parameter bad");
				return;
			}

			parameter_name.setValue(pvel); 
			wall.start();
		}

thankyuo very much.

I’m not sure of the intention of your code, but I think you need to remove the call the PlayOneShot and the rest should to look something like:

wall = FMODUnity.RuntimeManager.CreateInstance("event:/wall");
wall.getParameter("parameter_name", out parameter_name);
parameter_name.setValue(pvel);
wall.start();
wall.release();

hello, thank you for your answer , mi intention is how reproduce , one event and one parameter in OnTriggerEnter routine, i was trying with the new scripting in the FMOD Studio integration 2.0 package, but i don´t know how is it, but with the older package works! but with the oldest scripting like FMOD_StudioSystem.instance.PlayOneShot(“event:/pick”, new Vector3(0, 0, 0)); but the second version changed.

please look my complete code.

using UnityEngine.UI;
using System.Collections;

public class PlayerController : MonoBehaviour {

public float speed; 
private Rigidbody rb;  	                   
private int count;     
public Text countText; 
public Text winText; 
private float pvel;   // player velocity
private FMOD.Studio.EventInstance CreateInstance("event_name"); // how is this with the 2.0 integration package ?

private FMOD.Studio.ParameterInstance wall-hit; // how is this with the 2.0 integration package ?

void Start ()
{
	rb = GetComponent<Rigidbody>();  // player
			count = 0;                      // counts pickups
	SetCountText ();                            // show count
	winText.text = "";                         // winner text
	
}
void FixedUpdate () 
	               
{
	float moveHorizontal = Input.GetAxis ("Horizontal");  // keyboard  AD
	float moveVertical = Input.GetAxis ("Vertical");          // keyboard WS
	Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
			rb.AddForce (movement * speed);  	//apply forces toplayer	                         
	pvel = gameObject.GetComponent<Rigidbody>().velocity.magnitude; //calculate player velocity
}                                  

// how i can call event , and the parameter here, with te new package
void OnTriggerEnter(Collider other) //
{
if (other.gameObject.CompareTag (“wall”)) { // player wall hit
wall = FMODUnity.RuntimeManager.CreateInstance(“event:/event_name”);

                    if (pared.getParameter ("parameter_name", out parameter_name) != FMOD.RESULT.OK) {
                   Debug.LogError ("the parameter is not inside event_name");
return;
	}

		wallhit.setValue(pvel); // player velocity in wall-hit parameter
		wall.start();  //reproduce the wall evgent sound
	}

}

void SetCountText ()    // show text in a canvas and compare
{
	countText.text = "Count: " + count.ToString (); 
if (count >= 12) 
	{
		winText.text = "¡¡¡you win!!!";
		FMODUnity.RuntimeManager.PlayOneShot("event:/win_event");
	}
}

}

hello, thank you for your answer , mi intention is how reproduce , one event and one parameter in OnTriggerEnter routine, i was trying with the new scripting in the FMOD Studio integration 2.0 package, but i don´t know how is it, but with the older package works! but with the oldest scripting like FMOD_StudioSystem.instance.PlayOneShot(“event:/pick”, new Vector3(0, 0, 0)); but the second version changed.
please look my complete code.

using UnityEngine.UI;
using System.Collections;
public class PlayerController : MonoBehaviour {
public float speed;
private Rigidbody rb;
private int count;
public Text countText;
public Text winText;
private float pvel; // player velocity
private FMOD.Studio.EventInstance CreateInstance(“event_name”); // how is this with the 2.0 integration package ?
private FMOD.Studio.ParameterInstance wall-hit; // how is this with the 2.0 integration package ?
void Start ()
{
rb = GetComponent(); // player
count = 0; // counts pickups
SetCountText (); // show count
winText.text = “”; // winner text
}
void FixedUpdate ()
{
float moveHorizontal = Input.GetAxis (“Horizontal”); // keyboard AD
float moveVertical = Input.GetAxis (“Vertical”); // keyboard WS
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
rb.AddForce (movement * speed); //apply forces toplayer
pvel = gameObject.GetComponent().velocity.magnitude; //calculate player velocity
}
// how i can call event , and the parameter here, with te new package
void OnTriggerEnter(Collider other) //
{
if (other.gameObject.CompareTag (“wall”)) { // player wall hit
wall = FMODUnity.RuntimeManager.CreateInstance(“event:/event_name”);
if (pared.getParameter (“parameter_name”, out parameter_name) != FMOD.RESULT.OK) {
Debug.LogError (“the parameter is not inside event_name”);
return;
}
wallhit.setValue(pvel); // player velocity in wall-hit parameter
wall.start(); //reproduce the wall evgent sound
}
}
void SetCountText () // show text in a canvas and compare
{
countText.text = "Count: " + count.ToString ();
if (count >= 12)
{
winText.text = “¡¡¡you win!!!”;
FMODUnity.RuntimeManager.PlayOneShot(“event:/win_event”);
}
}

}