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Does anybody has an idea of how to use DirectX-PlugIns with fmod?
I have the DLL of a Hall-effect e.g., what to do with it?
There must be a standard-way to do this, because Audiosoftware can do this for all DirectX-Effects, too.

Any idea, comment or example-code?

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There should be some SDK as to how one creates such a .dll.

Looking into that code might help figuring out how to use these plugins without directx.

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Yes, there’s a SDK from Microsoft.
But I have no time for working this out at the moment.
I thought of perhaps a standard-start-and-init-Procedure inside each DirectX-PlugIn-DLL and a simpel Standard-Callback-Procedure, that just overgives and retrieves the samplevalues. But am I wrong ? It’s not that easy ?
If so, I have to wait one month for more time.
[size=75:1flq6i56]Why the hell a day only has 24 hours ??[/size:1flq6i56]

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[quote="Froggerprogger":ym3oaodn]But am I wrong ? It’s not that easy ?[/quote:ym3oaodn]
I don’t know, maybe you should ask such a question in one of the microsoft usenet groups ?

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Why don’t you use the Winamp DSP plugins?

There’s a component named AdaptX which has a load of DirectX DSP functions.

How to use winamp dsp with fmod is hanging around in threads of me, karlkox and blackshard

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yeah and i ve changed the code to get AdaptX working (no more thread for DSP, AdaptX doesn’t like them), check it out :

http://starnetasso.free.fr/Upload/VisWinampTest-0.2.zip

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Thanks for your help – I’ll have a closer look in some days …

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