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Ok here’s the situation:

I’ve created a class to work with FMOD. When an object of the class is constructed it creates an instance of FMOD (using the methods in fmoddyn.h) and when it is destructed is removes the instance.

I’ve also written various DSP functions (EQ, Echo, Flange etc) to use in the objects. But the DSP effects seem to affect all the objects!

Example:
1. I create 2 objects (A and B). I enable an “Echo DSP Effect” on B but it will affect A as well.

  1. I enable “Echo DSP Effect” on A and on B. But adjust the echo delay on A or B. The Effect will only use the delay settings of the last object created. Eg. If A was created first then B’s value will be used for both effects!!

It is almost as if both instances of FMOD are not independent.

This is very confusing to me. I don’t know if it’s possible because I’m using C++ .net (although I doubt this). Any help would be appreciated. I can supply source code if required.

Thanks

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Look’s like I’ll have to send you the code to see what I mean!

What email address should I use?

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There’s an email button below every user’s post.
Brett’s email is support@fmod.org

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Ok… I’m going to test and try various othe rmethods to see what I’m doing wrong! I agree that each instance shouldn’t see each other! I’ll get back to you with the details!

Thanks

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๐Ÿ˜‰ I traced the problem!!! I was making 2 instances of “fmod.dll”.

I made a copy of “fmod.dll” as “fmod2.dll” and made instances of each.
They are now working independently. Checked this by using SetVolume on FSOUND_ALL channel.
Previously even this affected both instances!

It appears as though they did “talk to each other” indirectly with the message handling to the dll’s!

Perhaps it should be made clear that you should copy/rename the files to create more than one instance!! ๐Ÿ˜‰

BTW. My DSP.dll’s now work perfectly using the same solution above!

Thanks!

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