0
0

Is it possible to get a real volume of the event measured in decibels (or scaled from decibels)?

I mean the volume calculated for the event with respect of all volume modifications (distance factor, event "Volume Effect", etc.)

  • You must to post comments
0
0

What about the audibillity function? It’s a normalized gain value but I guess it could be easily converted to db. It should be a sum of all gain envelopes applied to the sound.

  • You must to post comments
0
0

[code:1xk29y7q]
typedef struct FMOD_EVENT_INFO
{
...
float audibility; /* [out] current audibility of event. */
...
} FMOD_EVENT_INFO;
[/code:1xk29y7q]

It is 0 to 1 so use a log function to convert it back to db.

  • You must to post comments
0
0

[quote:gngfbvr5]It is 0 to 1 so use a log function to convert it back to db.[/quote:gngfbvr5]
Hi, it is strange, but i have audibility up to 1.8
It is definitely greater than 1.0

My version is 4.18.04
Was there a bug with audibility limits or something else?

  • You must to post comments
0
0

Now i have the latest version of FMOD and as before there are large values of audibility.

FMOD_EVENT_INFO info;
ZeroMemory(&info, sizeof(info));
event->getInfo(0, 0, &info);
return info.audibility;

getInfo returns FMOD_OK and info.audibility reaches until 2.5

There is nothing about limits of this value in docs, so i believe to [b:3fhos55r]brett[/b:3fhos55r] [quote:3fhos55r]It is 0 to 1[/quote:3fhos55r].
But it is not.

Any ideas?

  • You must to post comments
0
0

The event’s audibility is the sum of the audibilities of all playing channels in the event. Thus, if the event contains two channels, both with audibility 0.9, the event’s audibility will be 1.8. Apologies for the confusion!

  • You must to post comments
0
0

but it’s strange, I have two channels playing in the event, but I get 2.3, how can I explain this?

  • You must to post comments
Showing 6 results
Your Answer

Please first to submit.