Hi, Have you got a line of C++ or C that shows your issue? I’m not sure what your callfunction is, or even the language.
It’s written in PureBasic. callfunction is used to call the function within the dll. I load the fmod dll dynamically, so my Player can handle errors trying to load the dll, and give some more usefull information. Useful as the Player supports different sound systems / layers. But a bit more coding.
Guess in C/C++ it should be something like:
If (FMOD_ChannelGroup_AddDSP(hMasterChannelGroup, FMOD_CHANNELCONTROL_DSP_HEAD, FMOD_hDSP, NULL) = FMOD_OK)
as I said, the code runs with older 32bit FMOD Versions, and all 64bit FMOD Versions.
The fft dsp has to run in the mixer (which ticks every 10ms or so) so if you try and retrieve data immediately it will not have any data.
Makes sense. Wish I knew when writing / debugging my code. And lot’s of other things I wish I knew back then.
If you pause a node that is a parent of the fft dsp, then it will not process that dsp.
Actually, I only pause the song, not the Master channel group, or any DSP stuff. It’s not a issue, just looks a bit odd.