I’m implementing a sound driver for a fps game using fmod.
In this game mappers can specify a certain number of echoes with different gains/delays.
Using software buffers I implemented this effect using a DSP element, and I must say I’m really impressed by FMOD mixing possibilities.
My problem is to implement it using hardware buffers.
Those effects have to be applied to each sound in the world, this includes HW2D and HW3D channels.
In a first time I used FSOUND_INIT_ENABLESYSTEMCHANNELFX and the system channel. But the latency required (100 ms) was too much for the purpose, as it was clearly noticable.
That’s why I tried using
But it returned -1.
So my questions are:
Am I doing something wrong when using FSOUND_ALL in FX_Enable?
Will I have to enable it for each channel individually????
Thanks in advance.
- Kerilk asked 12 years ago
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