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I have a function that, given a string that specifies an EventCategory and a DSP network, inserts that DSP network into that EventCategory.

The way it inserts the DSP effect is first by disconnecting the EventCategory’s ChannelMixer and DSP Head, then connecting the DSP Head’s input to the effect, then the effet’s input to the ChannelMixer.

There is also a corresponding function to remove the DSP effects and reconnect the DSP Head to the ChannelMixer.

From what I’ve read in the documentation, this is the correct way to add a DSP network to an Event Category. Please let me know if I am incorrect.

Both functions work fine when the specified category is top-level, like "music.." I can add and remove DSP effects all day long, but when a valid category like "music/Game_music" is passed in, there are no failures or warnings indicated from FMOD, but the DSP effect does not sound like its applied. Every FMOD API call has the result checked and they all say FMOD_OK, and the EventCategory is a valid, existing category. When I remove the DSP effects, all sound from the Event Category is no longer audible.

If anyone can offer any insight, I’d greatly appreciate it. Thanks.

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use the fmod dsp profiler (or the profile tab in fmod deisgner – dont worry you dont need a designer project or even an event api linked to use this), connect to your app (initialized with FMOD_INIT_ENABLE_PROFILE) and just look at the dsp network to see if it is what you expect it to be.

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