How to send/blend specific events in a group bus with IR Reverb

Hi,
I am working with a Unity game that sends an FMOD event “metal” whenever the character or other objects hit something in the environment that is visually looking like metal in the game (think metal rail). I am using an IR of a metal impact and the convolution reverb on a return track to get the metal resonance, sounds good, but I am struggling to turn that resonance / reverb on off or send only “some” sounds to it. Basically whenever that metal event is triggered, the impact sounds (footsteps etc) of my “characters/Foley” bus (normally not metal sounding) should sound like metal by being sent to the “metal IR” bus. Think: Character walks on metal stairs for a few steps). How can this be approached? I am trying to avoid seperate impact sounds for (many) different surfaces on the characters themselves… maybe triggering snapshots with the “metal” event? Or what makes more sense?
Thank you!

It sounds like you want to create a send to the bus that contains the reverb, and scope the value of that send into a snapshot. This will allow you to specify a different value for the send when the snapshot is active compared to your base mix. Then, just ensure an instance of the snapshot is playing whenever you want that IR to affect the mix.

Thank you! That sounds fine as long as I don’t have overlapping events/instances where one should be dry and one should be wet. how would I approach this scenario?

In that scenario, rather than using a snapshot to control a send in the mixer, you should put a send in each event you want to affect, and control the level of the send using automation on a local parameter. This works because each instance of an event can have different parameter values, meaning that your game’s code can determine which event instances are routed to your convolution reverb effect.