# Converting audio signal to float

**URL:** <https://qa.fmod.com/t/converting-audio-signal-to-float/19044>\
**Category:** FMOD Engine\
**Created:** [July 22, 2022, 3:50pm UTC](https://qa.fmod.com/t/converting-audio-signal-to-float/19044 "2022-07-22T15:50:44Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [July 26, 2022, 11:53pm UTC](https://qa.fmod.com/t/converting-audio-signal-to-float/19044/2 "2022-07-26T23:53:20Z")

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Do you want the raw signal or would something like the peak/rms level be sufficient? If you want to drive an animation using the volume of the sound over time then a good way to achieve this would be to use the instantaneous peak value of the event using `DSP::getMeteringInfo`. There are some existing discussions on how to access the instantaneous peak value of an Event in this way, I suggest you take a look a this post: [Retrieving the Volume after attenuation of an Event in a AudioComponent - #2 by jeff\_fmod](https://qa.fmod.com/t/retrieving-the-volume-after-attenuation-of-an-event-in-a-audiocomponent/17827/2)

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