sorry if this has been asked before but I couldn’t find an answer in this forum. I am planning on building a DSP plug in off of the dsp_gain example and I wanted to check out the examples first.
In order to do this I was running the useplugin example project. However, neither my dsp_gain.dylib nor any of the other DSP plug ins that are in ../../api/plugins are recognized when running useplugin (not even those that are installed by default).
The funny thing is that two codec plug ins are listed when running useplugin:
[code:3nad2ik8][Session started at 2008-12-17 10:21:48 +0100.]
1 – FMOD Raw Codec 2 – FMOD User Reader Codec
Press a corresponding number for an OUTPUT PLUGIN to use or ESC to quit
Also, system->getNumPlugins(FMOD_PLUGINTYPE_DSP, &num); in line 91 of main.cpp returns zero.
Does any of you have any idea why that project doesn’t see any of the DSP plug ins?
- neuronaut asked 9 years ago
This has been resolved via e-mail but for anyone intested…
When running the example in the debugger it gets executed as useplugins/build/debug/useplugins, the code is looking for the plugins dir at ../../api/plugins. To resolve the problem just make sure that path will resolve to the plugins dir, or execute the example from the useplugins dir directly (via terminal).
I will fix the example xcode project for a future release so it will work.
In addition to what Mathew has posted: actually, you need to copy your api directory to the useplugins folder (not debug or release) and run useplugins from the console. Alternatively you could set the path in line 54 to
[code:z247wvid] result = system->setPluginPath("../../../../api/plugins");
which will also work.
However, if you compile the dsp_gain example it will not show up in the list of plug ins even if you copy it to the plug in directory. Any ideas why this isn’t working?
- neuronaut answered 9 years ago
Just to keep this post in sync with email support, the following response was given with regards to the custom plugin:
The reason the custom plugin is not showing up is because FMOD doesn’t know about it. Internally we have defined all the current default plugins so FMOD will look for each of those in the plugins directory. To use a custom plugin you can tell FMOD about it by using System::loadPlugin(), see the docs for the specific parameters. Once you have loaded the custom plugin you will be able to enumerate it along with all the others the same way the useplugins example works.
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