How to link a fmod parameter to int in script?

I’ve been trying to code this from the unity fmod survival shooter tutorial for days and can’t figure it out.
here is the code i’m using with some attempts at linking it.

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

namespace CompleteProject
{
    public class PlayerHealth : MonoBehaviour
    {
        public int startingHealth = 100;                            // The amount of health the player starts the game with.
        public int currentHealth;                                   // The current health the player has.
        public Slider healthSlider;                                 // Reference to the UI's health bar.
        public Image damageImage;                                   // Reference to an image to flash on the screen on being hurt.
        public float flashSpeed = 5f;                               // The speed the damageImage will fade at.
        public Color flashColour = new Color(1f, 0f, 0f, 0.1f);     // The colour the damageImage is set to, to flash.



		private FMODUnity.StudioEventEmitter Heartbeat;

		[FMODUnity.EventRef]
		public string HeartSound;

		FMOD.Studio.EventInstance playerState;


        Animator anim;                                              // Reference to the Animator component.
        PlayerMovement playerMovement;                              // Reference to the player's movement.
        PlayerShooting playerShooting;                              // Reference to the PlayerShooting script.
        bool isDead;                                                // Whether the player is dead.
        bool damaged;                                               // True when the player gets damaged.


        void Awake ()
        {
            // Setting up the references.
            anim = GetComponent <Animator> ();
            playerMovement = GetComponent <PlayerMovement> ();
            playerShooting = GetComponentInChildren <PlayerShooting> ();

            // Set the initial health of the player.
            currentHealth = startingHealth;

			Heartbeat = GetComponent<FMODUnity.StudioEventEmitter>();
        }


        void Update ()
        {
            // If the player has just been damaged...
            if(damaged)
            {
                // ... set the colour of the damageImage to the flash colour.
                damageImage.color = flashColour;
            }
            // Otherwise...
            else
            {
                // ... transition the colour back to clear.
                damageImage.color = Color.Lerp (damageImage.color, Color.clear, flashSpeed * Time.deltaTime);
            }

            // Reset the damaged flag.
            damaged = false;



			// "setParameterValue" is showing up as red
			HeartSound.setParameterValue("health", (float)currentHealth);
         

        }

       


        public void TakeDamage (int amount)
        {
            // Set the damaged flag so the screen will flash.
            damaged = true;

            // Reduce the current health by the damage amount.
            currentHealth -= amount;

            // Set the health bar's value to the current health.
            healthSlider.value = currentHealth;

            // Play the hurt sound effect.

            // If the player has lost all it's health and the death flag hasn't been set yet...
            if(currentHealth <= 0 && !isDead)
            {
                // ... it should die.
                Death ();
            }

			//if (Health <= 40)
           //{
         

        }


        void Death ()
        {
            // Set the death flag so this function won't be called again.
            isDead = true;

            // Turn off any remaining shooting effects.
            playerShooting.DisableEffects ();

            // Tell the animator that the player is dead.
            anim.SetTrigger ("Die");

            // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing).

            // Turn off the movement and shooting scripts.
            playerMovement.enabled = false;
            playerShooting.enabled = false;
        }


        public void RestartLevel ()
        {
            // Reload the level that is currently loaded.
            SceneManager.LoadScene (0);
        }
    }
}

Hi Jack,

I answered your question here:

Hi Jack,

PlayerHealth.cs

[FMODUnity.EventRef]
public string _eventSound;
FMOD.Studio.EventInstance _eventInstance;
FMOD.Studio.ParameterInstance _myParameter;
public string _parameter;

void Awake()
{
_eventInstance = FMODUnity.RuntimeManager.CreateInstance (_eventSound);
_eventInstance.getParameter(_parameter, out _myParameter);
_eventInstance.start ();
}
void Update ()
{
_myParameter.setValue (currentHealth);
}

then select your event and write the name of your parameter in the inspector.