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Hi, I’m almost new at both using fmod and music playing in general. I need to implement an effect for a demo, the objects of the demo should be changed depending on the current volume of the music.. For examle, when there’s a low-frequent sound, the object should vibrate. How is it done?

I know there’s better terms for everything, and that I could find out for myself how to do it, but I have a limited time so please help :)

I can use either .mp3’s or .mod’s, whichever is easier to use these effects in :)

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What do you mean by “low-frequent” sounds?

Do you mean sounds that are low in volume, or have low-frequency
components in them?

  • This should be pretty obvious …
    If you want to see the volume of a sound (assuming that you no longer know
    what volume the sound was started at) you can use FSOUND_GetVolume,
    passing in either the channel that the sound was started on, or the channel
    handle that was returned by FMOD when start sound was called.

OTHERWISE:

If it is to do with the frequency component of the sound you need to use
FSOUND_DSP_GetSpectrum … Look at the docs for the description on
this … there are also tutorials that come with FMOD. Look in the
samples\fmod directory; in the file main.c there is a function called
PlotEqualizer that plots an EQ … you can use this method to find how to
use FSOUND_DSP_GetSpectrum

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Sorry if i was unclear, it was the sounds with low-frequent compounds in them that i was refering to.

Thanks for your help, the GetSpectrum function is probably what I needed!

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No need, once i knew the name of what i was looking for it was easy as pie..

My demo is really cool right now 😀

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