This worked like a charm. I must distinguish the plugins now by a boolean I guess as there are 2 per engine, one for acceleration and one for deceleration.
Is it possible to have a callback on the dsp which is called after the dsp “process” callback, not Unreal Engines tick? Because I have to set the looped samples rpm value directly after the dsp is finished processing.
Best regards.
Edit.: I noticed something strange: The Unreal Engine Event is lower pitched than in FMOD. I don’t change the sound at all afterwards in this test project, it is purely the DSP that outputs the audio file at 48khz.
IGNORE THE PREVIOUS EDIT, THAT WAS MY FAULT.
Edit.: With your help I am now able to have a very smooth blending between the granular synth and the looped samples. In this examples you can hear the 2 granular synths for on- and offload and also 6 looped samples for on- and offload.
One problem is here which is due to the way i update the looped samples rpm. On Unreal Engines Tick I get the dsp’s output rpm and set the looped samples rpm. so the looped samples rpm is always set 1 mixer tick later than the dsp outputs its samples. so whenever you change the rpm too fast you hear a slight phasing as the looped samples update 1 buffer later and it is again out of sync. That is the reason I ask wether I can register eg. a callback in the dsp that is called at the end of the process function so i can update the event float parameter.