Can I use DirectX or “WinAmp” DSP audio plugings with FMod. If that’s possible how do I do it in VisualBasic?
- Ken asked 15 years ago
KarLKoX I was wondering if you would be willing to send me the source code to the SDK for DSP that winamp distrubutes from its 2.x platforms, they no longer have it for download yet I would like to implment these plugins for my player.
I’am not interested in the visuals because winamp likes to stick visuals in a seperate window, and I like mine to be within the main apps window, except at full screen.
Anyhow I’d be most greatful if u could forward me the C++ source. I don’t need any VB mods, just root stuff since my player is designed in C++. Thanks.
I think that’s not a problem of KarLKoX dll or something like that.
It’s normal, because when you stop a stream or a module the signal became flat (all zeros). Using floating point multiplication and division with flat signals generates a lot of interrupts (or something like that, I read this on a document sometime ago) and so CPU usage increases a lot.
To avoid this you should not call the DSP procedure when the player is stopped or paused.
Never Mind I found the SDK, umm what parms are they looking for I’am assuming that :
short int *samples -> pointer to the dsp buffer?
int numsamples ->lenght of the dsp buffer?
int bps -> erm bits per second?
int nch -> Number of channels?
int srate -> Sample rate at which we inited fmod with?
Can ya shed some light please?
Please login first to submit.