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Hi guys, first post here, and please forgive me, I’m the audio guy, not the programmer. 😮

I wanted to post because I figured I’d be able to get a better way to explain to my programmer what I need to do. I basically want to put a dynamic limiter on the master output. I’m just anticipating things clipping if they begin to stack out of hand, no matter how low I may have them mixed. Perhaps this is not even a concern, but coming from the mixing world, I don’t know if the game engines have ways of detecting things and pulling them back. This is my first experience on a real game with middleware. My prog is using the API, not studio or anything.
A. Is there anyway to do this? or
B. Is this even a concern?

Thanks in advance if anyone can help!

Dave

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FMOD has a built in limiter DSP effect.

Use System::createDSPByType(FMOD_DSP_TYPE_COMPRESSOR, …) and then System::addDSP(…) which will place it on the master channel.

You can configure the limiter using DSP::setParameter(…) with the following parameter types.

FMOD_DSP_COMPRESSOR_THRESHOLD
Threshold level (dB) in the range from -60 through 0. The default value is 0.

FMOD_DSP_COMPRESSOR_ATTACK
Gain reduction attack time (milliseconds), in the range from 10 through 200. The default value is 50.

FMOD_DSP_COMPRESSOR_RELEASE
Gain reduction release time (milliseconds), in the range from 20 through 1000. The default value is 50.

FMOD_DSP_COMPRESSOR_GAINMAKEUP
Make-up gain (dB) applied after limiting, in the range from 0 through 30. The default value is 0.

If you want a higher quality effect you can also license the McDSP Master Limiter 1 for use on windows/xbox 360/ps3. See http://fmod.org/fmod-downloads.html for more info.

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That’s beautiful. I was looking through the docs but I don’t think I knew some if the things to look for. Thank you very much.

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