Hi brett,
thank you very much for your answer. As I work in Unity, I have to code it in C# using the FMOD Core API - C# wrapper (fmod.cs). So first things first, I unfortunatly didn’t find an example folder (also not in the FMOD Studio installation Examples file) to take a look a the dsp_custom file as recommended…
The only working reference was from PeteDE here in the forum: https://qa.fmod.com/t/core-api-playing-a-sound/15532
So I tried to use this as a role model:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FMOD;
public class FMOD_Test : MonoBehaviour
{
uint s_byte = new uint[512];
uint version;// Start is called before the first frame update
void Start()
{
var coreSystem = FMODUnity.RuntimeManager.CoreSystem;
coreSystem.getVersion(out version);
UnityEngine.Debug.Log("FMOD Core Version "+version);
//corSystem.createSound(“filename.wav”, MODE.DEFAULT, out sound);
Sound sound; coreSystem.createSound("Assets/file_example.wav", MODE.DEFAULT, out sound); ChannelGroup channelgroup; coreSystem.createChannelGroup("master", out channelgroup); Channel channel; coreSystem.playSound(sound, channelgroup, false, out channel);
}
And: it’s working fine so far.
So now, when I add following lines:
DSP my_dsp;
coreSystem.createDSP(out my_dsp);
I get an error message saying: There is no argument given that corresponds to the required formal parameter ‘dsp’ of ‘System.createDSP(ref DSP_DESCRIPTION, out DSP)’
I wanted to proceed approx. like this:
channel.addDSP(1, my_dsp);
(What value should I set for index?)
coreSystem.playDSP(my_dsp, channelgroup, false, out channel);