In the example below, the command instrument sets the parameter value, and one of the three instruments is triggered based on that value. I’m surprised that instruments starting less than 150 ms after the command instrument do not receive the correct value, as this seems like a relatively long delay.
As you’ve discovered, instruments do not always respond immediately to changes to parameter values. This is partly because the command to change the parameter value will not be executed immediately (as such commands are stored in a buffer and not executed until the next update), partly because it is necessary to schedule what audio content will play slightly in advanced of when it actually plays (so that there is sufficient time to process and mix that content), and partly because event instruments introduce additional scheduling delay (because of the way child event instances load sample data and process commands propagated from their parent event instances).
I’m not sure what you mean by that question, but schedule delay does mean that there is always a delay between a parameter’s value changing and content triggered by that parameter being affected.
The exact length of that delay is platform-specific, but we try and make it as short as possible, and you can reduce it further by avoiding referenced events, and by reducing the number of steps in FMOD Studio between a command being issued by your game’s code and its consequence.