I have an upcoming test where I’ve been asked to duck the volume of an event when another event is played. I’ve done a quick research to find recommendations and I’ve seen both Sidechain Compression as well as Snapshots.
How does FMOD handle each one in terms of CPU performance? Also, if I were to use a snapshot that also automates an EQ on the group bus, what would change then in terms of performance?
Snapshots are cheaper. We optimize everything we can, of course, but more effects nevertheless means more CPU consumption. Adding a compressor effect to your project means paying for one more effect to process the signal; whereas a snapshot changes the property values of effects that were already present but doesn’t add any additional processing to the signal, making it practically free.
(Technically there is one case in which a snapshot can meaningfully impact CPU consumption, but it isn’t relevant to your use-case.)
Nothing, or so close to nothing that it makes no difference. Scoping additional properties into a snapshot doesn’t measurably increase its CPU consumption.
Of course, adding an equalizer effect to a group bus will increase your project’s resource consumption, but it would do that with or without the snapshot.