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trying to get a handle on this, only more confused.

why is my input buffer all set to 0.0 while the output buffer has data in it? i would expect the exact opposite. i look at code from the forum that is writing the inbuffer to disk, and they are all using the inbuffer not the out buffer. however none of the snips seems to use the basic dsp example callback

for example one snip uses this:

[code:p5encnz0]

float* inbuffer = (float)inbuf.ToPointer();
float
outbuffer = (float*)outbuf.ToPointer();

[/code:p5encnz0]

so this callback gets the buffers as a struct or class??

really really confused

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Output buffer is to be overwritten, it is a memory buffer in fmod that could be re-used. To clear it to zero first internally would be a waste of cpu time.

The output buffer having stuff in it is not the issue, only why the input buffer is zero. That is most likely because you are not putting the dsp in the right place.

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yes this was my assumption re outbuffer. as far as the dsp placement here is the exact order of events:

System_Create
system->getVersion
system->setDriver
system->setRecordDriver
system->setSoftwareFormat
system->setSoftwareChannels
system->init
system->set3DSettings
system->createSound (my microphone record)
system->recordStart
system->playSound (microphone)
channel->setVolume(0.5) (mic, some volume, no feedback)
open file to write
write wav header
system->createDSP
system->addDSP

then, as time passes, i load new sounds from files and play them, yet never do i have anything other than 0 in my inbuffer

so what is wrong with this order? as far as i can tell, it is exactly as in examples

thanks!!

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found the solution to my problem – REBOOT!

although everything seemed okay, nothing funky on the machine, once i rebooted i began to get values in the inbuffer

swear to god.

i hate computers

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also see

[url:3dnuuc4y]http://www.fmod.org/forum/viewtopic.php?p=34609[/url:3dnuuc4y]

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