I’m trying to make FMOD play all sounds in sync with unity’s Time.captureFramerate feature. So basically make it only play one “sound frame” when I call studioSystem.update(), but I can’t figure it out. I have tried with MIX_FROM_UPDATE, STREAM_FROM_UPDATE and SYNCHRONOUS_UPDATE. But I obviusly have a poor understanding of how it works since none of it make any difference for my purpose.
I know the frame time is not the same on the rendering thread as the sounds thread, I already have the code that will sync all of that. It works great with Unity’s internal sound system if I sync everything by force-locking the sound thread with a AutoResetEvent. But that does not seem to be possible with FMOD since it creates deadlocks when you try to do anything with FMOD while having the sound thread locked.
I have also solved the actual sound recording with a custom DSP that seem to work well. So now I just need to be able to drive the sound in the exact speed I’m rendering.
Thanks in advance!