Default limiting/clip strategy?

I have a basically-unconfigured implementation of the engine in GameMaker and I’m curious what it’s going to do about extremely loud inputs by default. I ask because I am using fmod_channel_control_set_volume() with gain factors of like x5 for some songs when trying to balance to make everything sound roughly the same volume, and I’ve noticed what sounds like a limiter interjecting and bringing things down if I boost things too much. This is better than clipping and I will probably be remastering my audio to not need the in-engine amplification anyhow, but I’m curious what I’m running into as-is. Is there a page on the API ref I could read to learn more about what’s in place by default here? And then how to configure it? Any info would be cool, thanks :slight_smile:

Hi,

What version of FMOD are you using?

You may be hearing the FMOD_INIT_CLIP_OUTPUT: FMOD Engine | Core Api System - Fmod::Initflags. However, this has to be enabled when initializing the FMOD system.

Are you able to reproduce this issue in any of the FMOD Examples included with the engine? "C:\Program Files (x86)\FMOD SoundSystem\FMOD Studio API Windows\api\core\examples\vs2019\examples.sln"