FMOD-Unity 5 Parameter Trigger

Hello, I am an audio designer and new to C# so please excuse any mistakes I have made in my code.

I have a simple first person scene in Unity 5 and I am working on this footstep script so as the camera moves across the terrain the steps will trigger. I was able to get a single event to trigger but when I updated the script to include the parameter I am getting all sort of errors. This is one of the errors “error CS1547: Keyword `void’ cannot be used in this context”

Any tips on how to clean this up would be very much appreciated.

using UnityEngine;
using System.Collections;


public class Footsteps : MonoBehaviour {


[FMODUnity.EventRef]     //Declare FMOD event (can also declare snapshots and parameters)
private FMOD.Studio.EventInstance footsteps;
private FMOD.Studio.ParameterInstance Material;

float footstepTimer = 0.0f;

Vector3 lastPos = new Vector3(0, 0, 0);

// Update is called once per frame
void Update () {

    bool isMoving = false;
    Transform thisTransform = (Transform)GetComponent("Transform");
    if (lastPos.x != thisTransform.position.x || lastPos.y != thisTransform.position.y)
    {
        isMoving = true;
    }

    lastPos = thisTransform.position;

    if (/*Input.GetAxis("Horizontal") != 0.0f || Input.GetAxis("Vertical") != 0.0f ||*/ isMoving)
    {
        if (footstepTimer > 0.40f) 
        {
			footsteps = FMOD_StudioSystem.instance.GetEvent ("event:/footsteps"); 

			if (footsteps.getParameter ("Material", out Material) != FMOD.RESULT.OK) {
				Debug.LogError ("Can't find Material parameter on the event");      
			}

			musicEvent.start(); 
		}

		void OnTriggerEnter (Collider other) {

			if (other.tag == "Grass") {
				Material.setValue (1);
			}
			if (other.tag == "Wood") {
				Material.setValue (2);
			}
			if (other.tag == "Dirt") {
				Material.setValue (3);
			}
	
	      void OnTriggerExit (Collider other) {
			if (other.tag == "Grass" || other.tag == "Wood" || other.tag == "Dirt") {
				Material.setValue (0);
			}

        footstepTimer += Time.deltaTime;
    }
}
}

This is a generic C# coding error. You’ve put the functions OnTriggerEnter OnTriggerExit inside another function which is not valid code.

using UnityEngine;
using System.Collections;


public class Footsteps : MonoBehaviour {


    [FMODUnity.EventRef]     //Declare FMOD event (can also declare snapshots and parameters)
    private FMOD.Studio.EventInstance footsteps;
    private FMOD.Studio.ParameterInstance Material;

    float footstepTimer = 0.0f;

    Vector3 lastPos = new Vector3(0, 0, 0);

    // Update is called once per frame
    void Update () {

        bool isMoving = false;
        Transform thisTransform = (Transform)GetComponent("Transform");
        if (lastPos.x != thisTransform.position.x || lastPos.y != thisTransform.position.y)
        {
            isMoving = true;
        }

        lastPos = thisTransform.position;

        if (/*Input.GetAxis("Horizontal") != 0.0f || Input.GetAxis("Vertical") != 0.0f ||*/ isMoving)
        {
            if (footstepTimer > 0.40f) 
            {
                footsteps = FMOD_StudioSystem.instance.GetEvent ("event:/footsteps"); 

                if (footsteps.getParameter ("Material", out Material) != FMOD.RESULT.OK) {
                    Debug.LogError ("Can't find Material parameter on the event");      
                }

                musicEvent.start(); 
            }


              

            footstepTimer += Time.deltaTime;
        }
    }

    void OnTriggerEnter (Collider other) {

        if (other.tag == "Grass") {
            Material.setValue (1);
        }
        if (other.tag == "Wood") {
            Material.setValue (2);
        }
        if (other.tag == "Dirt") {
            Material.setValue (3);
        }
    }
    
    void OnTriggerExit (Collider other) {
        if (other.tag == "Grass" || other.tag == "Wood" || other.tag == "Dirt") {
            Material.setValue (0);
        }
    }
}

Thank you Nicholas. I suspected this may be the issue and am trying to work out how to untangle this.

Thanks again Nicholas! Your help is much appreciated. I was able to get it all working with your code fix and after realizing I was using the old FMOD_StudioSystem.instance.GetEvent. I checked out the 2.0 migration doc and see I needed to use the FMODUnity.RuntimeManager.CreateInstance.