0
0

Hello Fmod coders :)

I have a major problem in my understanding of the DSP part of FMOD. I have designed a cool DSP effect that works with files pretty good. Now, I want to go to realtime. So I decided to implement a custom DSP. I was quite surprised to see that I cannot have different input sizes to output sizes. That’s a pitty. Now my question. In case I have a DSP that needs to be feed with more samples than provided, what’s the best strategy to solve this issue?
I already tried to read the samples via readData() from the source Sound. Unfortunately, If I do so I always get enough samples but afterwards the sample positions are going apart.
I was thinking about playing a channel back in background and retrieving the samples via getWaveData. What about this?
Probably, someone else has a much better idea :)

Martin

  • You must to post comments
0
0

To who it may concern, I found a solution for my inquiry. Now I have a piggyback read routine for a user generated sound that reads from my algorithm in integer format and the algorithm reads from the file/sound via readData(). So I have the opportunity to read more bytes at once :)

Actually, now I have a further problem I’d like to loop sometimes in very short distances e.g. 10ms. I can use channel-loop or sound-loop.
I loops quite well and very fast. Unfortunately, sometimes it doesn’t stop at the loop-end-point it just runs some samples further. I sounds like it is wrong every 3 times.
As far as I can see there are no differences between channel-loop and sound-loop. Does anyone know a solution for this issue?

Martin

  • You must to post comments
Showing 1 result
Your Answer

Please first to submit.