Hi,
I’m applying in Unity (on runtime) a FMOD.Echo effect to a specific track of a specific event, I’m doing the things this way.
FMOD.Studio.EventInstance myEventInstance = new FMOD.Studio.EventInstance();
int _trackIndex = 1;
//some no relevant code here...
FMODUnity.RuntimeManager.CoreSystem.createDSPByType(FMOD.DSP_TYPE.ECHO, out FMOD.DSP delay_FmodDSP);
delay_FmodDSP.setParameterFloat((int)FMOD.DSP_ECHO.WETLEVEL, -40.0f);
delay_FmodDSP.setParameterFloat((int)FMOD.DSP_ECHO.DELAY, 500.0f);
delay_FmodDSP.setActive(true);
myEventInstance.getChannelGroup(out FMOD.ChannelGroup channelGroup_Master);
channelGroup_Master.getGroup(0, out FMOD.ChannelGroup channelGroup_Track);
channelGroup_Track.addDSP(_trackIndex, delay_FmodDSP);
It works well, but now I want to ad a EQ effect ONLY ON THE WET SIGNAL, I’m applying the EQ effect signal like this, but it is affecting both, WET and DRY signal/
FMODUnity.RuntimeManager.CoreSystem.createDSPByType(FMOD.DSP_TYPE.MULTIBAND_EQ, out FMOD.DSP delay_FmodDSP);
delay_FmodDSP.setParameterInt(((int)FMOD.DSP_MULTIBAND_EQ.A_FILTER), (int)FMOD.DSP_MULTIBAND_EQ_FILTER_TYPE.HIGHPASS_24DB);
delay_FmodDSP.setParameterFloat(((int)FMOD.DSP_MULTIBAND_EQ.A_FREQUENCY), 5_000.0f);
delay_FmodDSP.setParameterInt(((int)FMOD.DSP_MULTIBAND_EQ.B_FILTER), (int)FMOD.DSP_MULTIBAND_EQ_FILTER_TYPE.LOWPASS_24DB);
delay_FmodDSP.setParameterFloat(((int)FMOD.DSP_MULTIBAND_EQ.B_FREQUENCY), 2_000.0f);
delay_FmodDSP.setActive(true);
myEventInstance.getChannelGroup(out FMOD.ChannelGroup channelGroup_Master);
channelGroup_Master.getGroup(0, out FMOD.ChannelGroup channelGroup_Track);
channelGroup_Track.addDSP(_trackIndex, delay_FmodDSP);
What can I do to solve this issue? thanks in advance FMOD guys!