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In FMOD designer it is possible to grab a pointer to the underlying FMOD::System. Now, does this mean that I can start up sounds outside the designer API, set callbacks that affect the designer api, getspectrum of sounds being played thru the designer api, etc. If possible, can it be done without any risks or is it something that should be avoided? There’s so much cool stuff that can be done thru the FMODex API and it would be really sad if it wasn’t usable when using FMOD designer.

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Yes, you can do whatever you want using the underlying FMOD::System object. It’s commonly used to override the filesystem or memory management so you can get the eventsystem to use your file/memory routines but you can also load and play sounds alongside the eventsystem if you like.

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I’m guessing accessing sounds triggered by the eventsystem and apply FMODex magic is a bit too much to ask for or? I mean if possible then how do I make the connection? Also, it feels a bit scary to do such stuff and I guess a better strategy would be to ask you to expose whatever I would like to do in the eventsystem or in the designer tool.

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we’ll be adding Event::getChannelGroup soon which will allow you to do things like spectrum analysis and addDSP per event in code. (See ChannelGroup class)

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great 8)

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I don´t understand yet how channel or channelgroup works.When I want to do a spectrum analysis of a playing event,how would I normally do that.
When playing an event,there is no channel playing.So how can i connect Event and Channelgroup?

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There is a channel, it’s just hidden inside the event system. You can use the Event::getChannelGroup to get a handle for the event’s channel group, allowing you to do the spectrum analysis.

-Pete

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