UPDATE: New fix at the end of the post I had a weird issue in FMOD recently that I was struggling to find any information on so just capturing it here in hopes to help other people that run into something similar. I recently set up callbacks in Unity for FMOD event instances. The code was much simpler that I thought it would be, and consisted of basically just creating a delegate of the correct type and passing that to the event instance. Here’s the full code: FMOD.Studio.EVENT_CALLBACK FMO...