I’m writing my Bachelor thesis about integrating environmental sound into a Virtual Environment Framework and would like to know if it’s possible to create a sound with openAL (including 3D-position, effects, filters) and send it to FMOD to use the geometry engine (occlusion) and do the output.
Or maybe the other way around, compute the occlusion (and probably position) with FMOD and send it to openAL to apply effects.
If everyone knows of ways to communicate between those two I’d be glad to hear about it, but if anyone can tell me that there’s definitely no way, that would be helpful, too.
- jenswilhelm asked 7 years ago
Hi jens, welcome to the FMOD forum!
Is it a requirement of your thesis to use OpenAL? If it isn’t I would reccomend you use FMOD for everything. FMOD is capable of apply 3D-positioning, effect and filters as well as reverb and occlusion. You can even use FMOD_OUTPUTTYPE_OPENAL if you specificly want OpenAL output.
To answer your question, it should be possible to get sounds in and out of FMOD as you require although it will be a little tricky.
Thanks for the fast reply.
Yes, it’s a requirement to use OpenAL.
I already have my own plugin working to apply effects and filters according to an area description, I only need a fast audio raytracer to apply occlusion and the FMOD Geometry Engine would help strongly.
- jenswilhelm answered 7 years ago
In that case, this is how I would approach it: set the System output to FMOD_OUTPUTTYPE_NOSOUND_NRT so that you can tell FMOD when to mix a block using System::update. The mix block size can be set using System::setDSPBufferSize. To get the sound data into FMOD use a custom DSP or a custom FMOD::Sound. You can then pull the data out of FMOD using a custom DSP.
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