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
- Lord Maz asked 14 years ago
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.
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
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