Introduction This post walks through a practical pipeline for triggering FMOD sound events from Unity Animation Events so your character’s footsteps, landings, and swishes line up precisely with what’s on screen. We’ll build a reusable C# function that can be called from any Animation Event and, later, accept the FMOD event path as a parameter—setting us up to drive parameters (like surface material) in a follow-up lesson. What You’ll Build An FMOD event for a footstep, with a Material parameter that selects between multiple surface types.