I have been playing with the Oscillator DSP unit, and have came upon a little bit of an issue..
My app generates tones fine and I was setting the note the generator is playing by setting the FMOD_DSP_OSCILLATOR_RATE parameter of the DSP unit and the channel’s playback frequency was 44100Hz.
[b:3n6t7ojm](Sinewave tone @ 440Hz sampled at 44.1Khz)[/b:3n6t7ojm]
When I set the note while using the noise waveform, there is no change at all in the sound generated.
I looked in the ‘generatetone’ example to see why it was successfully managing to generate different tones with the noise waveform and it was doing it by reducing the playback frequency of the channel.
[b:3n6t7ojm](Noise tone always generated at sample rate)[/b:3n6t7ojm]
What I was wondering is if there was a way to have FMOD generate the noise at the correct tone, without modifying the playback frequency.
[b:3n6t7ojm](Noise tone @ 440Hz sampled at 44.1Khz)[/b:3n6t7ojm]
[quote="brett":yf6r3p4b]noise doesnt have a ‘frequency’ or ‘rate’ so it simply ignores that parameter. It’s just noise.[/quote:yf6r3p4b]
What I was after is something like the following.
In the generatetone example, if you set the frequency very low, the noise sounds like a low rumble. If you set the frequency high, it sounds like a shower.
More specifically I was after control of the noise kind of like what was provided by the noise waveform in the C64’s SID chip.
That way when coupled with an ADSR envelope & high/low pass filters you can synth gunshots, lightning, rocket engines, etc.
In this case I should be able to get what I am after by generating noise myself then using linear interpolation to generate the in-between samples to upsample noise to 44.1Khz.
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