I am getting sample values through a custom DSP object that appear to reflect the actual sample data ( ie the values change as expected for the source WAV test file, however, they are a lot lower in value than expected.
I assume it is my lack of knowledge, but are there any pointers to what I am seeing?
In this instance, I am feeding a custom DSP object (based on the example file) a full scale square wav audio file, but the DSP Custom object is reporting values far lower than expected.
Here is the are the results in the console at the cross point of a full scale square wave:
[code:1tb4twwz]SAMPLE FLOAT: 0.707064 :23168
SAMPLE FLOAT: -0.707064 :-231696[/code:1tb4twwz]
Reported from the following:
[code:1tb4twwz]printf("SAMPLE FLOAT: %f :%0.0f\n", inbuffer[sample], floor(inbuffer[sample]*32767));[/code:1tb4twwz]
It seems that the samples thrown to the DSP block are 30 percent lower than the data in the source audio file. Is there something going on in the init that I am unaware of that is giving the FMOD engine some headroom?
- tdc asked 9 years ago
FMOD uses constant power panning so when the sound is panned to the centre the level on each channel is set at -3db (0.707). That is the number you’re seeing, if you pan hard right or left you will one channel will be 1.0 and the other 0.0
more info: [http://en.wikipedia.org/wiki/Panning_(audio)]
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