A few years ago I was working on trying to do just that with FMOD.
But alas, I never took the time to figure it out then, and 2 years later I’m revisiting the problem.
Now I’m doing some coding in C# and I’ve still had little success. The core functionality I’m trying to achieve is real-time recording and playback, which will then be extended over the network. A distributed stereo system I think conveys the concept.
Tonight I spent a few minutes playing with the C# PitchDetection example, and I’ve been able to record and playback from the same stream, albeit with 200ms+ latency.
For me to derive any use from this project, I kind of need the latency to be down in the 10ms or less range (unnoticable, basically). Is there a way to do this within FMOD using the system.recordStart() and system.playSound() methods? or am I better off returning to the original plan of using memory buffers and callbacks?
Other approaches I’ve investigated (but nothing jumped out as a working solution) is setting up a shoutcast/icecast server reading from line-in, or using windows ports of the Enlightenment Sound Daemon (which are really rough hacks).
If I can do everything utilizing FMOD, so much the better.
Let me know what’s the best approach.
- menelfea answered 11 years ago
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