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What would be the optimal way of generating tones dynamically in FMod4?
Generate a user sample containing one cycle of that tone and loop it? Use callbacks to generate the tone in realtime? Or is there an even easier way of doing this with some of the new features you’ve added?

I basically want to be able to generate tones and noise programmatically for special effects in my engine, so I’m trying to figure out the best way to do this if I move the engine over to FMod4.

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excuse me for tacking on a question on this thread – seems like it’s similar

one thing I would like to understand (and forgive me if this is glaringly obvious) is if there is a simple callback system for dynamically generated audio.

I use a granular synthesis engine often
(found here, if you are interested: http://www.audiomulch.com/~rossb/)
and produce a buffers worth of audio (fp or 16 bit or whatever) in a callback manner.

Could I use callbacks like this with FMOD EX? How would I do it?

I have been able to use PortAudio for this but am enthusiastic about FMOD as I have had great luck doing sample based work…

Thanks,
Zach

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doh

found what I was looking for….

and it was glaringly obvious.

zach

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hello,
i see that the new DSP architecture is pretty efficient (even if i don’t understand all yet), but one simple question remains :
Is it possible to play a sound/stream, and add/remove a DSP on it at any time ?

thanks,
Steve.

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