I’m trying to replace UE’s unpredictable audio playback behavior by switching to FMOD, which is completely new to me.
We’re making a VR rhythm game where score is based on timing precision, and we would need :
- getPosition values updated faster or in sync with the VR framerate (around 11ms) so that it’s new every frame
- Stable and quantifiable latency : it doesn’t need to be very small but we need to know how much it is so we can compensate.
I have successfully played sounds with the core audio API in C++ (I’d rather not use studio banks).
Changing the hardware sample rate, the DSP buffer length and count, the file buffer size or studio update period in the project settings have no effect at all on the refresh rate of the getPosition function.
I’ve tried to follow this topic which seems very close to my needs :
And it seems that I can get a callback to fire after every buffer read but it greatly exceeds the knowledge I have of FMOD for now.
Could someone please elaborate on how to implement the solution proposed in the thread ?
Thanks a lot !