# Buffer output

**URL:** <https://qa.fmod.com/t/buffer-output/14144>\
**Category:** FMOD Engine\
**Created:** [October 15, 2018, 7:34am UTC](https://qa.fmod.com/t/buffer-output/14144 "2018-10-15T07:34:49Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![MickGyver](https://avatars.discourse-cdn.com/v4/letter/m/ecc23a/32.png) [@MickGyver](https://qa.fmod.com/u/MickGyver)\
**Post date:** [October 15, 2018, 7:34am UTC](https://qa.fmod.com/t/buffer-output/14144/1 "2018-10-15T07:34:49Z")

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Hi! I’m new here and looking into using FMOD with Gamemaker Studio (GMS).

I would like to know if it’s possible to have the FMOD output written to buffers that I can play back using the audio engine in GMS? I can set up an audio queue in GMS where I queue audio buffers to be played. I have used this system with chiptune libraries like libmodplug and game\_music\_emu where the output is written in “chunks” (small buffers).

FMOD would be inside a dll that is used by the GMS project.

Is this possible and how could I achieve this in that case? Thanks a lot in advance for any insight!

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**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [October 18, 2018, 3:45am UTC](https://qa.fmod.com/t/buffer-output/14144/2 "2018-10-18T03:45:48Z")

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Hi Mikael,

This would require you to create your own custom output plugin. I would recommend taking a look into the FMOD\_OUTPUT\_DESCRIPTION structure. You can check out the custom DSP examples in the API installation as it would be developed quite similarly.

[https://fmod.com/resources/documentation-api?page=content/generated/FMOD\_OUTPUT\_DESCRIPTION.html#/](https://fmod.com/resources/documentation-api?page=content/generated/FMOD_OUTPUT_DESCRIPTION.html#/)

Thanks,  
Richard
