# Assistance with remote controlling events in FMOD

**URL:** https://qa.fmod.com/t/assistance-with-remote-controlling-events-in-fmod/15984
**Category:** FMOD Studio
**Tags:** ue4
**Created:** [July 18, 2020, 11:21pm UTC](https://qa.fmod.com/t/assistance-with-remote-controlling-events-in-fmod/15984 "2020-07-18T23:21:03Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![SaphireSystrine](https://avatars.discourse-cdn.com/v4/letter/s/96bed5/32.png) [@SaphireSystrine](https://qa.fmod.com/u/SaphireSystrine)
#### Post date: [July 18, 2020, 11:21pm UTC](https://qa.fmod.com/t/assistance-with-remote-controlling-events-in-fmod/15984/1 "2020-07-18T23:21:03Z")

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Hiya! I’m a new game dev using FMOD and I really want to know if I can affect parameters of other events from another, like a snapshot, but without using snapshots.  
Specifically, I have 2 events: “Primary”, which is an event that contains the main droning sounds of an enemy, and “projectile fire”, which is exactly what it sounds like. I want to duck the “primary” sound when the “projectile fire” event plays, kind of like a snapshot, HOWEVER doing it via a snapshot would mean if I had multiple enemies it would duck for all of them, which I do not want.  
Thus, I want to be able to preform the equivalent of a snapshot that only effects a local event.  
I do not want to do this via parameter manipulation in the engine, as I wish to have them controlled via curves in the event timeline, thus giving me good control over the ducking, again, like a snapshot.  
Thank you in advance!

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### Author: ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)
#### Post date: [July 21, 2020, 2:15am UTC](https://qa.fmod.com/t/assistance-with-remote-controlling-events-in-fmod/15984/2 "2020-07-21T02:15:13Z")

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If I’m understanding your question, you have an event that you wish to only duck one particular instance and leave other instances alone, correct?

If that is the case, I would suggest having another parameter (named “local” for example) with a range of 0-1. You can treat this parameter like a binary true/false variable. I’m not sure how you’re handling the ducking but you can then add a condition to the game code to say to only perform the ducking if this “local” parameter meets the required value.

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### Author: ![SaphireSystrine](https://avatars.discourse-cdn.com/v4/letter/s/96bed5/32.png) [@SaphireSystrine](https://qa.fmod.com/u/SaphireSystrine)
#### Post date: [July 21, 2020, 5:09am UTC](https://qa.fmod.com/t/assistance-with-remote-controlling-events-in-fmod/15984/3 "2020-07-21T05:09:16Z")

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Ah, so controlling it via the engine, that is what I wanted to avoid, but if I cant thats fine.
