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Is there any porting guide for porting FMOD3 code to this new api? I’m porting an old game I wrote that used FMOD3.

Thanks!

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In the manual (fmodex.chm) there is a section "TRANSITIONING BETWEEN FMOD 3 AND FMOD EX." You’ll find the manual in the documentation folder where you installed FMOD Ex.

If you have any troubles, you’ll find plenty of help here on the forums.

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Thanks for the tip. I have managed to port almost everything but have a couple of last problems.

1) What is the equivalent of "FSOUND_GetCurrentPosition" in the new api?

2) I’m a bit unsure how to populate "FMOD_DSP_DESCRIPTION" in order to port this call using the new "FMOD_System_CreateDSP" function.
myDSPCall = FSOUND_DSP_Create(&myDSPCallback, FSOUND_DSP_DEFAULTPRIORITY_USER, 0);

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[quote:m246mn0f]1) What is the equivalent of "FSOUND_GetCurrentPosition" in the new api? [/quote:m246mn0f]
Channel::getPosition

[quote:m246mn0f]2) I’m a bit unsure how to populate "FMOD_DSP_DESCRIPTION" in order to port this call using the new "FMOD_System_CreateDSP" function.
myDSPCall = FSOUND_DSP_Create(&myDSPCallback, FSOUND_DSP_DEFAULTPRIORITY_USER, 0);[/quote:m246mn0f]
FMOD Ex ships with a bunch of great examples. The DSP_DESCRIPTION is only used when creating your own custom DSP units. You can see how this is done in the custom_dsp example.

If you want to use FMOD’s inbuild DSP units you can just use System::createDSP and System/ChannelGroup/Channel ::addDSP functions.

-Pete

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