# Is dynamic FX chain reordering possible at runtime?

**URL:** <https://qa.fmod.com/t/is-dynamic-fx-chain-reordering-possible-at-runtime/23201>\
**Category:** FMOD Studio\
**Created:** [July 28, 2025, 10:42pm UTC](https://qa.fmod.com/t/is-dynamic-fx-chain-reordering-possible-at-runtime/23201 "2025-07-28T22:42:46Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![kretzsch](https://avatars.discourse-cdn.com/v4/letter/k/a6a055/32.png) [@kretzsch](https://qa.fmod.com/u/kretzsch)\
**Post date:** [July 28, 2025, 10:42pm UTC](https://qa.fmod.com/t/is-dynamic-fx-chain-reordering-possible-at-runtime/23201/1 "2025-07-28T22:42:46Z")

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I’m making a game where I want to dynamically change the FX so instead of reverb going into distortion and then chorus I want to route it differently depending on parameters.

Is this possible?

If not what’d be the best practice here ?

If I do it with pre-made FX chains I get to about 5! (120) and that’s rather unhelpful.

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**Author:** ![kretzsch](https://avatars.discourse-cdn.com/v4/letter/k/a6a055/32.png) [@kretzsch](https://qa.fmod.com/u/kretzsch)\
**Post date:** [July 29, 2025, 12:57pm UTC](https://qa.fmod.com/t/is-dynamic-fx-chain-reordering-possible-at-runtime/23201/2 "2025-07-29T12:57:27Z")

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So the thing is I’m trying to get DSP injection into bus routed studio events, but im having channel access issues.

It always claims to have 0 channels so I cant inject the DSP fx.

I have 5 different DSP FX i want to add depending on parameters in 5! different orders.

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**Author:** ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)\
**Post date:** [July 29, 2025, 11:50pm UTC](https://qa.fmod.com/t/is-dynamic-fx-chain-reordering-possible-at-runtime/23201/3 "2025-07-29T23:50:10Z")

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> [@kretzsch](#):
>
> I’m making a game where I want to dynamically change the FX so instead of reverb going into distortion and then chorus I want to route it differently depending on parameters.
> 
> Is this possible?

Yes and no. It’s not possible to dynamically change the routing of an FMOD Studio project. However, it is possible to change which effects process a signal.

If you click on an effect’s hamburger menu icon and select “Enable Wet/Dry” from the menu, you’ll see the effect gains a new wet mix property. By default, this property is set to 100% (i.e.: “all wet”), but if it is set to 0% (i.e.: “all dry”), the effect does not process the signal - and as a bonus, is also be optimized out of the signal chain to prevent the effect from consuming resources unnecessarily.

You can control this parameter by automating it on a parameter, by scoping it into a snapshot, or both.

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**Author:** ![kretzsch](https://avatars.discourse-cdn.com/v4/letter/k/a6a055/32.png) [@kretzsch](https://qa.fmod.com/u/kretzsch)\
**Post date:** [July 30, 2025, 12:06am UTC](https://qa.fmod.com/t/is-dynamic-fx-chain-reordering-possible-at-runtime/23201/4 "2025-07-30T00:06:34Z")

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thank you for your reply Joseph I appreciate it.

However I am looking for a different routing, the best thing I could find is changing the returns, but that still means for this particular problem i am facing i need 120 different return types and that’s just too much.

I think I sadly have to go back to the drawing board on this one.

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**Author:** ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)\
**Post date:** [July 30, 2025, 5:40am UTC](https://qa.fmod.com/t/is-dynamic-fx-chain-reordering-possible-at-runtime/23201/5 "2025-07-30T05:40:03Z")

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I’m surprised to hear you’d need 120 different return buses. That seems like a lot. Could you describe your setup? We might be able to suggest some optimizations that could allow you to get the same behavior with fewer returns.

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**Author:** ![kretzsch](https://avatars.discourse-cdn.com/v4/letter/k/a6a055/32.png) [@kretzsch](https://qa.fmod.com/u/kretzsch)\
**Post date:** [July 31, 2025, 8:55am UTC](https://qa.fmod.com/t/is-dynamic-fx-chain-reordering-possible-at-runtime/23201/6 "2025-07-31T08:55:41Z")

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So I am recreating a pedalboard, you are putting together that pedalboard and you route it yourself in game.

You can start with any of the 5 pedals, any of the remaining for in the second spot etc. giving you 5! possible sequences.

I now got it down to 3 pedals so you only have 3! different returns and that is somewhat manageable, but if there’s a prettier solution out there than a bunch of differrent return tracks that’d be great.

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**Author:** ![zanhulme](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/zanhulme/32/5069_2.png) [@zanhulme](https://qa.fmod.com/u/zanhulme)\
**Post date:** [August 4, 2025, 12:48am UTC](https://qa.fmod.com/t/is-dynamic-fx-chain-reordering-possible-at-runtime/23201/7 "2025-08-04T00:48:44Z")

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I think you could achieve this with a set of 5 mixer groups, each routed into the next.

Each mixer group will have all 5 effects as inserts, and a global parameter that automates a wet/dry state for the set.

So your Pedal1 group would have 5 inserts, and a Pedal1State global parameter will automate the wet/dry mixes of these such that only one is ever set to wet at a time, while the others are fully dry.  
Pedal1 outputs into the Pedal2 group, which has 5 duplicate inserts, but these have their wet/dry mix set by a Pedal2State parameter instead, and so on from there.

This means needing 25 FX instances in total instead of 5, but I’m fairly certain that the fully dry-mixed inserts will not actually consume any processing resources.

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**Author:** ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)\
**Post date:** [August 5, 2025, 10:05am UTC](https://qa.fmod.com/t/is-dynamic-fx-chain-reordering-possible-at-runtime/23201/8 "2025-08-05T10:05:48Z")

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> [@zanhulme](#):
>
> I’m fairly certain that the fully dry-mixed inserts will not actually consume any processing resources.

You’r correct: If an effect is automated to 0% wet, it is automatically optimised out of the mix.
