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I am working on a design for an audio game that has some crazy complex requirements. 😮 So far I have always used FMOD for my audio, and I am very happy with FMOD. However, this takes it a big step further, so I am wondering whether FMOD would be the right choice for this?

The requirements for the game:

-Real-time analysis of live sound input from a cello. Should also be able to do this on several instruments at once (each with their own microphone and input line). I need to know note height, when notes begin and end, and volume. Knowing the amount of vibrato would be a nice plus.

-Adding VST effects to the cello and outputting that.

-Generating music procedurally in real-time in C++, using VSTs.

-Stereo sound effects and samples.

-Streaming the whole of the generated music to as many people online as possible, in real-time. This is an online multiplayer game where one player is playing cello and the other players simply play using mouse and keyboard, and need to hear the cello and the procedural music.

-Accessible from C++.

Is FMOD a good starting point for this at all, or should I use something else? If FMOD is a good idea, then how much of this is available in standard FMOD, and how much will I need to plug in using other libraries?

Thanks in advance! :)

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[i:3tbfks4i]-Real-time analysis of live sound input from a cello. Should also be able to do this on several instruments at once (each with their own microphone and input line). I need to know note height, when notes begin and end, and volume. Knowing the amount of vibrato would be a nice plus.[/i:3tbfks4i]
Analysis is easy in FMOD, connect a custom DSP and you can do any kind of analysis you like.

[i:3tbfks4i]-Adding VST effects to the cello and outputting that.[/i:3tbfks4i]
We support VST effects in FMOD so that should be straight forward.

[i:3tbfks4i]-Generating music procedurally in real-time in C++, using VSTs.[/i:3tbfks4i]
I’m not 100% sure about this one, I think we support it but filters are a little different to generators in FMOD so it might not be supported out-of-the-box, but it would be possible.

[i:3tbfks4i]-Stereo sound effects and samples.[/i:3tbfks4i]
easy.

[i:3tbfks4i]-Streaming the whole of the generated music to as many people online as possible, in real-time. This is an online multiplayer game where one player is playing cello and the other players simply play using mouse and keyboard, and need to hear the cello and the procedural music.[/i:3tbfks4i]
This would be external to FMOD, ethier 3rd party or roll your own.

[i:3tbfks4i]-Accessible from C++. [/i:3tbfks4i]
All FMOD features are fully supported for C++.

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Thanks for the reply!

I guess this means FMOD is the way to go then, but could you give me some further pointers? I don’t really know where to begin with this.

-Do you know of any good DSP’s that can do sound analysis?

-I was looking through the FMOD tutorials in the documentation, but it did not contain a topic about getting sound input from the line in (I have a USB microphone, which I fact acts as if it is a line in). Are there FMOD tutorials on audio input?

-How much work will adding support for VST generators be? Will I just need to write sending them MIDI commands myself, or will I also need to implement loading them and getting back the waveform results afterwards?

-Is it possible to read the sound output that FMOD is generating, so that I could connect that to a streaming sound library?

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[i:3369yo0j]-Do you know of any good DSP’s that can do sound analysis?[/i:3369yo0j]
No, sorry.

[i:3369yo0j]-I was looking through the FMOD tutorials in the documentation, but it did not contain a topic about getting sound input from the line in (I have a USB microphone, which I fact acts as if it is a line in). Are there FMOD tutorials on audio input?[/i:3369yo0j]
The ‘recording’ example demonstrates how to use microphones and line-in devices with FMOD.

[i:3369yo0j]-How much work will adding support for VST generators be? Will I just need to write sending them MIDI commands myself, or will I also need to implement loading them and getting back the waveform results afterwards?[/i:3369yo0j]
I’m not entirely sure, I can look into this for you.

[i:3369yo0j]-Is it possible to read the sound output that FMOD is generating, so that I could connect that to a streaming sound library?[/i:3369yo0j]
Yes this is easy, you can create a custom DSP anywhere in the signal chain. So putting one at the end of the mix would capture the output.

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Okay, thanks for the explanations! I think this is enough information to at least get me going with the first parts of the implementation. :)

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