I’ve been working with FMOD since Unity 4.x and have improving skills with the IDE as it evolves. Currently, i’m using the new 1.08.09v and making a new integration to our game on our Studio.
I’m getting a NullReferenceException in ParamRef[] Params by creating a dynamic StudioEventEmitter as the game needs with a static function:
I added emitter.Params = new ParamRef[0]; to my code and even if the event has or not params, it seems to work properly now. So, use this as a recomendation if you are creating dynamic emitters in your game.
But unlike the Unity audio system and it’s requirement that you create an AudioSource component before playing a clip, in FMOD we recommend you play events directly in code (EventEmitter is still fine for placing at design time).
I saw that a couple of things changed from older versions of FMOD. Your link is really useful and I will take a note about not create emitters and track everything with event instances by code