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Is FMOD for iPhone built on top of OpenAL or on top of the lower level Audio Unit API?

Also, I assume that all the DSP effects run in software? Do you guys have any basic perf data on how much CPU the DSPs consume (both for cheap ones and expensive ones)?

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Our iPhone implementation is built on top of the CoreAudio audio units (this is the lowest layer available). In fact their OpenAL implementation does the same thing too.

Yes you are correct about the effects, they all run in software using our software mixer, therefore the performance will be limited by the limited processing power of the iPhone.

I don’t have any performance figures for the effects as yet nor has any optimisation been done on the effects. You can always connect the profiler tool to the iPhone and view realtime CPU uasge if you would like to see the cost of the DSPs your self.

Are there any particular effects you are really interested in using? I might be able to optimise some of the more highly used / requested effects.

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Hi guys,

In my case, I’m planning on using the low and high pass with resonance. Distortion is nice and flange as well. However, in the Designer, mixing a high pass and flange and progressively increasing the cutoff and resonance doesn’t mix nicely and tons of glitches can be heard. Maybe they can’t be physically enabled together?

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