# Problem with snapshot with multiple clients

**URL:** https://qa.fmod.com/t/problem-with-snapshot-with-multiple-clients/14358
**Category:** Unreal Engine
**Created:** [February 7, 2019, 2:02pm UTC](https://qa.fmod.com/t/problem-with-snapshot-with-multiple-clients/14358 "2019-02-07T14:02:06Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![jojojo](https://avatars.discourse-cdn.com/v4/letter/j/96bed5/32.png) [@jojojo](https://qa.fmod.com/u/jojojo)
#### Post date: [February 7, 2019, 2:02pm UTC](https://qa.fmod.com/t/problem-with-snapshot-with-multiple-clients/14358/1 "2019-02-07T14:02:06Z")

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So what I want to do is to add an effect to several events when a player is wearing a mask (for example jumping, hurt-sounds, etc).  
The client can either wear the mask or he can not (depends on what the client chooses in the options). I thought the best way to do that is to group all events that are affected and then use a snapshot that adds the effect (its an eq, a compressor and a send) to that group.  
So if a client uses a mask the snapshot is applied and when he puts the mask away the snapshot is turned off.  
The problem is (for example with two clients):  
If my character is wearing a mask, and your character is not, then I will hear the mask-effect. If I take off my mask, and you keep yours on, I won’t hear your mask-effect anymore.

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### Author: ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)
#### Post date: [February 11, 2019, 12:21am UTC](https://qa.fmod.com/t/problem-with-snapshot-with-multiple-clients/14358/2 "2019-02-11T00:21:11Z")

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Hi jojojo,

It sounds like the snapshot is being used when _any_ character puts their mask on rather than just the player’s character.

You will need to have some game code to check whether the player’s character is wearing a mask and to ignore any other players.

Thanks,  
Richard
