Event dynamic parameter presets

Hello.
We are working on a project that right now have already couple hundrets of events. We wanted to reimplement some occlusion accustics effets.
Is there a way, to create some sort of master chain that does reverbs based on parameters and have them applyied for example for the whole folder of events ?
Adding the same stuff over and over to every single event instance seems like a lack of very basic functionality of sharing events logic between many.
I dont really believe that FMOD does not have such functionality. Not even mentioning, that sharing chain preset would drasticly reduce memory as all would be just once alocated and shared between events.

What are Your suggestions ? Going through every event and going literally the same thing is a no go as that would burn a lot of time and money.

Thanks!

Yes, of course! The tool for this is called “Shared effect chains.” As the name suggests, an effect chain is a series of effects that is shared by multiple different events. (Older versions of FMOD Studio call them “preset effect chains,” but they’re the same thing, and “shared” is a more accurate name than “preset.”)

To create a shared effect chain, first select “Window > Shared Effects browser” to open the shared effects browser. (If there’s no “shared effects browser” item in that menu, you must be using one of those older versions of FMOD Studio that I mentioned. If that’s the case, select “Window > Presets Browser” and then click on the “Effects” tab.) Then, right-click in the browser and select “New Shared Effect > New Effect Chain.” (Or “New Preset Effect > New Effect Chain,” naturally.) This creates a shared effect chain.

Once you’ve created a shared effect chain, you can add whatever effects to it that you want, and automate their properties however you want on whichever parameters seem relevant; everything you set up here will be used in every event that uses these effects.

Once you’ve finished setting up your shared effect chain, you can start dragging it into any event you want to use it. Even after you’ve done this, all the instances of the shared effect chain remain linked, so any change you make to any of them will affect all of them.

This is not the case. Since you’re using this for occlusion and every event instance might have a different position relative to the listener, each event instance might be occluded differently. This means that every event instance’s occlusion needs to be processed separately, and so will consume resources separately.

If you wanted all the event instances to be affected the exact same way at any given time, you could use effects in the mixer instead of shared effect chains in order to reduce resource consumption, just as you say - but that’s not the case in this instance.

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