Hello. I want to drive visuals using energy in different frequency bands for a given unity event instance. I only need very rough granularity (lows, mids, highs). Typically, frequency analysis would be done using FFT, but this overkill and not really feasible given performance constraints. I’m looking into using a set of three simple (biquad or similar) DSP filters, then use getMeteringInfo to have an estimate for each frequency band. A few questions:
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Is there a better way of doing this?
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Is routing the signal to analysis DSP nodes as well as keeping the normal playback route (to keep playback unchanged) reasonable?
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If I have N sounds I want to analyse, does this mean creating N*3 channels (three bands for each)
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The simple high/low pass filters are marked as obsolete
https://www.fmod.com/docs/2.00/api/effects-reference.html#high-pass-simple
https://www.fmod.com/docs/2.00/api/effects-reference.html#low-pass-simple
is there a way to get separate signals for the different filters is a 3EQ
Thanks for any help or guidance