Yeah that had been my idea (using FMOD_TIMEUNIT_MODORDER).
Calculating the ms offsets seems straightforward enough although now that I think of it, it would be fun to be able to change the speed of the music (this is for a music-based game). But even without that, I’d still want to be sure that the music and MS markers I’d calculated could never, ever get out of sync even in a long song, and that seems a little iffy (or maybe it’s not, I have no idea). It just seems so much easier to just use mod row callbacks and call it a day. I can live without reverb I guess, or maybe there will be time to switch later if FMOD Ex gets this feature.
Does that mean sync points on a mod file are not latency adjusted? This is for a project where visuals are tightly synched to the music so it might just be best to use FMOD 3, but it would be really nice to be able to use the software DSP feature on MOD files.
I guess the approach I was thinking of with syncpoints was to set them on each order on load, then when the order syncpoints trigger, set them on each row of the current pattern. sounds a little iffy though.
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