I know I should post each question separately with a proper title for others here, but below are mostly very minor and silly questions from me, so please bear with me.
-
Is it okay just to replace the newer libfmod.so / fmod.dll with the old one and not recompile my application again with it, if the signatures of all the functions I’m accessing are still the same?
I thought it’s one of the reasons dynamic libraries exist and actually worked well so far this way, but some guy recently told me that I needed to recompile, and even my GIT (not always but sometimes) thought my application’s binary data changed after recompiling.
So I’m confused now… -
Why is FMOD’s default DSP buffer size on Android 512 rather than 256? Is it because there are still many Android devices that don’t support FEATURE_AUDIO_PRO or FEATURE_AUDIO_LOW_LATENCY? Or is it a just-in-case safe margin value for FMOD users that would add many DSPs? What if my application only uses one or two global channel-group reverbs and a few EQs, and targets recent devices with FEATURE_AUDIO_PRO or FEATURE_AUDIO_LOW_LATENCY, and low-latency is very important? Do you still recommend sticking with 512 over 256?
-
Can I implement an Audio Export feature with the FMOD API? I mean like professional audio apps, without playing any sound and with a faster process time.
-
I wonder what FMOD_Channel_SetPosition(soundChannel, newPosition, FMOD_TIMEUNIT_MS)'s expected behavior would be when the newPosition is greater than FMOD_Sound_GetLength()'s return value.
In my simple tests, it just moved to 0. -
After a sound stops (either by itself or FMOD_Channel_Stop()), can I still properly check the state of that sound using FMOD_Channel_GetPaused() and FMOD_Channel_IsPlaying() anytime?
I don’t still understand how the virtual channel system exactly works. If channels are reused, I think checking the old FMOD_CHANNEL variables may return the states of new sounds rather than old ones, at some point (after playing many sounds for many hours).
Sorry for spamming questions.
Thanks!