When a parameter is removed from an FMOD event that is referenced by an EventEmitter3D (and I assume 2D as well), the editor crashes immediately and when opening the project.
It is recoverable by opening Godot in Recovery Mode, deleting the EventEmitter, reloading the project, and adding the EventEmitter again, but it would be a lot nicer if the EventEmitter were able to check if the parameters are still valid and updating itself.
Note: I ran into this issue while debugging a problem with the same EventEmitter I had to delete - so this may be intertwined with #412.
Let me know if there's anything I can do to help with recreating this bug!