# DSP filters

**URL:** <https://qa.fmod.com/t/dsp-filters/11557>\
**Category:** FMOD Studio\
**Created:** [July 16, 2014, 5:48am UTC](https://qa.fmod.com/t/dsp-filters/11557 "2014-07-16T05:48:06Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Curtis\_Eichner](https://avatars.discourse-cdn.com/v4/letter/c/c57346/32.png) [@Curtis\_Eichner](https://qa.fmod.com/u/Curtis_Eichner)\
**Post date:** [July 16, 2014, 5:48am UTC](https://qa.fmod.com/t/dsp-filters/11557/1 "2014-07-16T05:48:06Z")

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Hi, I’m trying to write a program that uses Fmod’s DSP filter system.

Is there any way I can retrieve the sound data after it’s gone through the DSP filter?

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**Author:** ![nick1](https://avatars.discourse-cdn.com/v4/letter/n/47e85d/32.png) [@nick1](https://qa.fmod.com/u/nick1)\
**Post date:** [July 17, 2014, 1:29am UTC](https://qa.fmod.com/t/dsp-filters/11557/2 "2014-07-17T01:29:20Z")

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You can write a simple custom DSP that passes input through unmodified while also capturing it. Place it in the effect chain after the other DSP’s you’re using. See the “Custom DSP” example.

Or you can change FMOD to output to a wav file instead of the system sound device. Use System::setOutput(FMOD\_OUTPUTTYPE\_WAVEWRITER) for this.
