hello again (sigh)
After managing my others problems, i just found another one BUT a very easy one for you i think.
I’m still using fmod ex for playing my own streamed sound using pcmreadcallback to fill fmod sound data realtime.
Now i’m putting some dsp fx on my channel.
Works like a charm …but…
when using dsp like ‘echo’ that add some time to the sound, my sound still stops at original length.
To be more precise, the length i pass to FMOD_CREATESOUNDEXINFO determine this cut, and also the end callback.
So what is the right way to do this ?
- kweee asked 7 years ago
thanks for your answer ^^
i tried this solution…my channel stay alive longer…but the sound still cut at the exact length i gave to the info struct.
I’ve performed another test : add some time to this ‘length’ parameter.
The sound play longer, so we can heard some echo from the dsp…but i can’t predict the delay :/
And more, after the original length of the sound, the readcallback still run and i’ve no more data to feed. This is why i think this solution is a bad one.
i performed all my tests with a simple 0.6s sound, on a channel with 2 dsp : echo and reverb.
- kweee answered 7 years ago
What you need is to have the channel play a little bit longer than the sound data. You can do this with Channel::setDelay and use FMOD_DELAYTYPE_END_MS for delaytype and set delayhi to how many milliseconds you want to keep the channel alive for (enough to tail out your echo effect).
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