Feature like Wwise's Game Sync State in FMOD?

Is there a feature like Wwise’s Game Sync State in FMOD? My use case is as follows:

I am developing a 5v5 MOBA game. I want to set the effects and volumes of the enemy Audio Event to be different with the player’s team audio. Can I set the Snapshot to only affect the enemy team Audio without having to make separate audio event for the enemy team?

So, you want to be able to mark which of two multiplayer teams each event instance is associated with, and treat them differently for the purposes of snapshots and such? That’s doable; the simplest method would be to add a send to a dedicated return bus to each event instance’s master track before the fader, and automate the volume of the fader and that send on a parameter whose value represents the team the event instance is associated with.

That being said, I’m curious why you want to do this. Given that it’s a MOBA game, I assume that each player will be playing on a different machine; and in a multiplayer game where each player has their own device, the fact that each machine is running its own copy of the game and its own instance of the FMOD Engine means that it’s usually simpler to have each instance of the game client determine which event instances should play and how based on the local device’s unique game state, rather than to simulate all the event instances of every player on every machine and then use the local game state to manipulate those instances.

What behavior are you trying to create?

Hello! Thank you for the response! I might have been a little bit unclear on what I’m trying to achieve here.
I’m trying to make the enemy team’s characters’ sound to be processed differently in the player’s perspective. For instance, when we’re in a war, the enemy team’s sound effect volume needs to be lower than the player team’s sound effects from the player’s perspective. Also, the reason I need the snapshot to affect only the enemy team is for the case where we’re having a mirror match (same character used on both teams).

Hope that clears it up! Thank you!

Aha! Thank you for the clarification.

Ah, I see! In most multiplayer games, this is taken care of by spatialization: Because the player’s own character is always closer to them than those of other players, their own character’s SFX will always be louder than those of other players.

I can see how that wouldn’t always apply in the case of a team versus team match where the player’s team might split up and move independently, such that members of the enemy team might be closer than the player’s teammates, or in cases where the game doesn’t feature spatialization. In those cases, the method I described above should work.

Thank you so much for the answer! I will definitely try that out!!