Event structure optimization question

We have a lot of guns in our game, and they can be indoor or outdoor, suppressed, unsuppressed, etc.

We have laid it out like this, from top to bottom, assuming you double click your way into the next event each time:

-Top level event to sort between occluded and unoccluded (parameter sheet)

-distance sorting event that sorts between close/medium/distant (parameter sheet)

-gun collection event that has all the guns as individual parameters (parameter sheet)

-sorting event for suppressed/unsuppressed, the two options being parameters (parameter sheet)

-outdoor/indoor parameters, where finally the actual audio assets are played from

So the actual audio is on the 5th event “layer” down

What I am wondering is whether this is the most performant solution, seeing as it’s specific, and it isn’t having to decide what to play back until it’s all the way at the bottom?

The alternative would be to have fewer layers, with more multi instruments together with conditions telling them to only play beck when this and that parameter is set. My assumption is that this is LESS performant, since it’s calling up every mumti instrument and asking “are your conditions met?” for each one.

We treat the events and parameters here like a specific “address” that guides Fmod to the one particular instrument we want played.