Start Offset parameter for an entire bus

Within the game I’m making, I’m trying to make a kind of echo effect. Not like reverb or the delay (although the delay is close). When the player clicks a button, I want multiple instances of the same sound to play, but some to start partway through and some to be delayed. Based upon a slider the player can change the value of will change how offset each of these instances are, and at a specific value (say 0 for this example) all of them align so it sounds like just one.

My current attempt is to mess with the start offset as a parameter, but the sound that plays can be one of many different ones, which are all in the same bus. I wanted to make this parameter affect the start offset for each sound in the bus rather than having to individually set it up for each sound.

Is there a way to do what I’m trying to do with the start offset? Or a better way to accomplish what I’m trying in general? I’m perfectly fine doing a bunch of the heavy lifting in unity/c#. Please let me know, thanks!

There is no way to set the start offset of instruments on a bus level. Start offset is a property of instruments, not events, and there are vanishingly few situations in which you might want to apply the same start offset to every instrument in every instance of every event in a bus, so this is not a feature that FMOD Studio has.

You could potentially achieve what you want by automating the start offset and time delay properties of instruments in multiple events. This would require a significant amount of work, however; given the nature of what you want, and your willingness to delve into code, I suspect you may be better off using the Core API to play sounds directly, rather than going through the Studio API to play FMOD Studio events.