# FMOD\_DSP\_METERING\_INFO from a DSP on a 3D SoundChannel

**URL:** https://qa.fmod.com/t/fmod-dsp-metering-info-from-a-dsp-on-a-3d-soundchannel/12617
**Category:** FMOD Engine
**Created:** [July 26, 2016, 12:09am UTC](https://qa.fmod.com/t/fmod-dsp-metering-info-from-a-dsp-on-a-3d-soundchannel/12617 "2016-07-26T00:09:46Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![spotco](https://avatars.discourse-cdn.com/v4/letter/s/858c86/32.png) [@spotco](https://qa.fmod.com/u/spotco)
#### Post date: [July 26, 2016, 12:09am UTC](https://qa.fmod.com/t/fmod-dsp-metering-info-from-a-dsp-on-a-3d-soundchannel/12617/1 "2016-07-26T00:09:46Z")

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I’m reading the metering info from a DSP attached to a 3D positioned Channel, and the RMS is being affected by the 3D attenuation/panning. I’ve set the DSP index to 1 (and other \>0 values), and this does not change that fact.

Based on this documentation, [https://www.fmod.org/documentation/#content/generated/overview/dsptutorial.html](https://www.fmod.org/documentation/#content/generated/overview/dsptutorial.html), I’m led to believe that 3D attenuation/panning for the Channel happens in the “Channel Fader” step. Is this true?

And in general, how would I get the metered info of the signal directly from the wavetable unit stage?

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<div class="post-metadata">

### Author: ![nick1](https://avatars.discourse-cdn.com/v4/letter/n/47e85d/32.png) [@nick1](https://qa.fmod.com/u/nick1)
#### Post date: [July 26, 2016, 12:50am UTC](https://qa.fmod.com/t/fmod-dsp-metering-info-from-a-dsp-on-a-3d-soundchannel/12617/2 "2016-07-26T00:50:30Z")

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To meter the wavetable I would use

```
FMOD::DSP* tail;
getDSP(FMOD_CHANNELCONTROL_DSP_TAIL, &tail);

```

and then use the **input** metering. A default channel will only have one DSP, so the _Channel Fader_ is the head and tail. You’ll need the **input** metering to avoid the panning and attenuation affecting the signal.
