Can AudioMixer TransitionToSnapshots use up a lot of the CPU and slow down your game?

I was watching the tutorial videos on audio, where I decided to see how audio mixer snapshots work. One thing that the tutor didn’t discuss is how much CPU is used when we transition between different snapshots because only two snapshots were used to transition between the three colliders.

He did say in the “Send and Receive Audio Effects” video that it’s CPU costly to have the Reverb sound effect on all music groups, and that the way to minimize this is to bring all necessary audio output to just one group, then apply the Revert from there.

In blending between the different states when using TransitionToSnapshots, can it affect the CPU in a way that slows the game down? I think it does depend on the hardware and the software of the system you’re developing the game for, and practically the number of snapshots you want to blend in from your snapshots array, but I want to see what it’s like in general.

In each snapshot, you could have a different number of groups and have each group a different sequence of effects, as well as the group attenuation.

Of course I am expected to tweak my game as I work on it. It’s more if I am too limited when I have to use TransitionToSnapshots for, let’s say, the echo effect that’s introduced when you enter the tunnels in the original Wipeout and Wipeout XL on the Sony Playstation, or changing the music that’s played in the selection menus in both Wii Fit and Mario Kart Wii.

I have the same issue. I have lots of snapshots and the performance seems to slow down when triggering them… is there a way to improve this?