Looks great already!
Don’t know if that was already planned, but dsp callbacks should also retrieve the exact time of the first sample that is passed to the callback.
Especially for current stream dsp’s, it’s really hard to synchronize them visually because you don’t know when the sample you are currently being processing is to be played.
It might also be usefull when you want to reproduce the exact same effect (for music generation tools this is really important)
It would be really cool if all these dsp’s were already included with fmod, but make sure they can be used on each individual channel/stream, and also on the final mix output.
(Not the same way as the spectrum dsp in fmod 3)
In what modes the 4-channel sound will actually be available?
Traktor dj has a 4-channel mode that works with WDM drivers, and BPM Studio has a 4-channel mode that only works with ASIO drivers.
I assume 4-channel mode is just not possible with basic DirectSound?
I don’t know if this is possible, but being able to accurately synchronizing multiple sound cards would also be a great feature (so comparing the actual playing time of two songs on different sound cards).
For the equalizer dsp I have some cool code that works really great (has low-shelf, high-shelf, low-pass, high-pass, notch,) and works quite fast.
The Low and High shelf are as easy as specifying a frequency and a number in dB to increase or decrease the lower or higher frequencies.
If you need this code, you only have to say it.
- Adion asked 15 years ago
[quote="brett":15y4jx6h]- Network tweaking tool. You will now be able to tweak your game audio over the network/internet (tcpip) while the game is still running! Great for mixing/setting levels without having to even restart the game.
[/quote:15y4jx6h]Will the protocol be published for this network tweaking tool? That is, will we be able to write our own clients for tweaking if the need arose?
The sound shader stuff sounds very interesting.
With the VST support, would it be simple enough to add a plug-in for Sk@le? From what I’ve seen of Sk@le music, they use a lot of VST instruments. But then, a Sk@le file tends to be almost as large as an equivalent MP3 anyway.
I was thinking of an idea that could serve:
One of the most annoying things for people that don’t use english as native language, is to have to translate the content of the documentation. Mainly, one of the biggest problems is the translation of certain technical words as the relative ones to the sound, programming or other, that have a special meaning according to the context in which mentions them to him.
This is also reason so that some people are not interested in certain software or product, since, although “english is the universal language”, not everybody has easiness to interpret it.
Maybe I can go translating to spanish the documentation of the functions that you have finished for Fmod 4 and this way to go building a “FMODspa.chm “
Also, other users of other countries with other languages maybe want to make the same thing (Italian, French, German, etc.)
For the time being, if you want, we can attempt it. We don’t lose anything… 😉
If it interests him the idea writes me to firstname.lastname@example.org to see the details.
- LeoCombes answered 14 years ago
[quote="brett":2cdn3rk2]I dont see how an fmod4 plugin would be compatible remotely compatible with someone elses plugin system. To use plugins from one program in another, you have to port the source code or wrap it somehow. Its not something we’re intersted in anyway, we will provide our own set of plugins, so that they are cross platform, then users can write their own any way they want.[/quote:2cdn3rk2]I think the meaning got confused. FMOD4 will have VST support, right? Sk@le uses VSTs for most of its instruments and samples for the other instruments. Would it be possible to write a FMOD4 plugin that allows us to play Sk@le songs in FMOD4? If we were so inclined, that is. It’s more a question out of curiousity than anything else.
I want the time from the start of the song (so actually the position in the song). I had my own VU meter code in a stream dsp, and now I just add about 100ms latency from the time I got the stream callback till the time I show that reading on the screen, but I think it is not always perfect.
For FMod 4 it probably won’t matter because as you say there will not be stream dsp’s different from channel dsp’s.
But if you use FMOD_Channel_GetTime to get the block being currently processed, how do you get the time of the sound currently being played?
Or are the dsp’s in sync so you know that you can always just add buffersize as latency?
Lower latency dsp’s would be great, but is a stream still decoded in larger pieces so you have some larger buffer for the actual stream?
I know about synching with setfrequency, the problem that I had with synching was that I had to use HW3D, and thus DX, and that even when both GetTime’s/GetPosition’s say they are the same, they still might be 25 to 100 ms out of synch.
I’ll Send you the code for the equalizer.
- Adion answered 15 years ago
I know in the current version of FMOD getting the length of a mod file is impossible without an incredible ammount of computation and such. Will FMOD 4 be able to calculate the length of a mod file in a reletively short ammount of time?
Ok, maybe I missed it somewhere, but I can’t find it on the first page.
Some time ago there was a topic about stream type retrieval:
With the new API (not using music, sound, cdda, netstrm, etc)
it would be nice to see e.g.
And, will tag writing be supported?
BTW, I stood still for about 5 minutes after reading that first page, damn this looks promising.
Well, I think it’s definately there longer than XP, may be that it was already there in win95, but I’m not sure of that.
Anyway, I don’t see why it wouldn’t be possible to support this in the same way, even though it isn’t there on all platforms.
Basically it doesn’t seem a lot more work than just looking up driveletter and tracknumber whenever the extension is .cda
- Adion answered 12 years ago
[quote="brett":1mwyrfl1]yeah just use 127.0.0.1 :)[/quote:1mwyrfl1]
Okay, awesome. I’ve had problems with apps that try and use the same port for local and remote connections… >_>
You mentioned something earlier about a ‘plugin version’ of FMod4. Is that a version of FMod4 with things like DSPs and stuff stripped out, to make a slimmed down version designed for use with plugins?
I noticed this line in fmod.h
[code:1dp6et8x]FMOD_OUTPUT_WAVWRITER /* All – Writes output to fmodout.wav */[/code:1dp6et8x]
Will this always write to a file called fmodout.wav or will we be able to specify the filename that it writes to?
There was also this small typo
[code:1dp6et8x]FMOD_CAPS_OUTPUT_FORMAT_PCMFLOAT = 0x00000040, /* Device can output to 32bit integer PCM */[/code:1dp6et8x]
That should read “32bit float”.
Question about FMOD_MODE. It states that FMOD_3D is the default and overrides FMOD_2D. FMOD_2D states that it overrides FMOD_3D. Then you have FMOD_NORMAL which is the default sound type that specifies FMOD_2D. Does 2D override 3D or 3D override 2D? They cannot override each other. And is 2D or 3D the default?
I just saw mention of [url=http://flac.sourceforge.net:2c719ivr]FLAC[/url:2c719ivr] (Free Lossless Audio Compression) on Slashdot in regards to [url=http://phish.com:2c719ivr]Phish[/url:2c719ivr] and their music download service [url=http://livephish.com:2c719ivr]livephish.com[/url:2c719ivr]. Phish are now using FLAC for their music download offerings. FLAC is also now part of Xiph. Since you already support Ogg Vorbis, will support of FLAC be an easy addition to the library? Or will it be automatic with updates to the Ogg libraries?
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