Hi there! Was hoping to get help here with a scatterer instrument for ambience, I havent found similar threads but sure I cannot be the only one with this issue. Basically, I want to set the trigger behavior of individual instruments withing my scatterer, so that I can have parameters to control whether certain ambiences play or not. For example, I want a bubbling sound to play in a lab area, but I want that sound not to spawn in others. I could set a parameter to mute it, but afaik it would still spawn and take up chances of ambience spawning, just while muted. Is there any way to do this, or is my best bet just to have different scatterers for each area?
As of the time of writing (July of 2026), FMOD Studio does not support applying trigger conditions to individual entries in the playlist of a scatterer instrument.
We do recommend having different scatterer instruments for each area when those scatterer instruments are meant to play different assets. In addition to giving you the behavior you want, this will also help conserve your resource budget: Creating an instance of an event loads the sample data of the assets used by that event, if that sample data is not loaded already; and so an event instance that contains assets it will never play is an event instance that will consume more resources than it needs.