Hello.
I need to enable Multiband EQ effect to specific groups when some event occurs (for example when param equals to required), then disable the effect.
I tried to do it with snapshots, but when using snapshots the effect does not have such settings (at least I did not find any) where the effect would not be audible
I need Multiband EQ on music group when occurs some event but i cant disable it when event ends, only override, but override will not disable the effect
On 2.03, it’s possible to bypass effects. Right-click the effect, “enable dry/wet”, then automate with a snapshot.
Also, if it’s a LP filter, setting the frequency to the maximum value will have no audible effect, as if it’s bypassed.
As Alcibiade correctly points out, in FMOD Studio versions 2.03.00 and later, you can do this using the multiband EQ effect’s wet/dry mix property.
However, I can see from your screenshot that you’re using an earlier version of FMOD Studio. Earlier versions of FMOD Studio do not support automated effect bypass, so you’ll have to use a workaround: Place your multiband EQ effect on a return bus, add a pre-fader send targeting that return bus to the Music group bus, and then use your snapshot to set the levels of the send and the music bus’ fader, so that the signal is only sent to the return bus at an audible level while the snapshot is active.
Thanks for the reply.
Using your method another question came up: when wet/dry is enabled the default value becomes all wet, is there a way to set the default value so that all group buses default to all dry so that when adding a new group bus I don’t have to remember to override this value?
The default wet/dry value of an effect is always 100% wet, because in the vast majority of cases the property will never be changed from that value.
That being said, a shared effect uses the same property values in every location that effect if used, and wet/dry mix is one of those properties. As of the time of writing (March of 2025), shared effects cannot be added to buses, but they can be used in events, so this feature could potentially be used to save you some time.
Incidentally, if you find yourself adding the exact same effect to multiple mixer buses, you might want to consider routing all of those buses into a group bus, and adding the effect only to that group bus. This both saves resources by reducing the number of effect instances that your game needs to run, and reduces the amount of time and effort required to set up your project’s mix.