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sorry for the shotgun posts, but I just wanted to keep the questions separated.

I’m looking into parallel processing where I want to take a single sound that’s being played and run it through two different DSP chains, and then combine the results at output with the mix set dynamically depending on other game factors. Previously we were doing something like this by playing two instances of the same sound, but obviously as the dsp chain differs the designers ended up cooking two sets of things to play, and half the time one is simply silent and it’s pretty inefficient.

Originally I thought it was possible to connect a channel to two different channelgroups, but it looks like the standard setchannelgroup call does not allow this. It does not appear that I could easily connect a single channelgroup to be the child of two parent groups at the same time either. So now I’m looking at the DSP Head, and it appears the addDSP wrapper call as documented refuses to allow more than 1 input on the DSP Head. HOWEVER, there appears to be explicit support for differing number of inputs and outputs for a given DSP unit.

My question of course, comes down to whether it is possible to say, process a given sound through a normal DSP filter, and then add this instance of the DSP to both the DSP Head of the normal channel/channelgroup, as well as route another output of this DSP to a separate DSP in a completely different channel/channelgroup/dsp chain.

Maybe there’s something simple and obvious I’m missing here that would make my life easier, but on paper it would seem that my proposal could work to what I want.

I will of course try and modify a FMOD example tomorrow to check this out, but maybe there is an easier way …

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Ok, modifying the dsp effect per speaker example, I basically made it so that the two dsps, lowpass and reverb, are being fed by the same dspchannelmixer, but outputs to different dspheads, one belonging to the original channel dsp head, the other a new channelgroup dsp head.

This works, however I lose the ability to govern the actual volume of the channelgroup dsp output. IE setvolume(0) works on channel, but setvolume(0) on the channelgroup does not mute the branched off sound, presumably because the channel is not actually attached to said channelgroup.

Is there something simple and obvious I’m missing here? brett?

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