Unreal audio DJ mixing system using FMOD

We are currently working on an interactive DJ system in Unreal and looking for the optimal backend system to power load, seek, play, EQ and mixing of multi channel audio in realtime. Is this something that FMOD is designed to do/can handle in Unreal?

Hi,
FMOD should be fine for your needs, we have had plenty of DJ apps use FMOD in the past. If you use the Core API which is the more low level / programmer approach there are a suite of effects including EQ that you could use.

If you use FMOD Studio with our Unreal integration, you can author content in the FMOD Studio tool and trigger things like snapshots to control mixing and effects like you would in a DAW (https://www.fmod.com/docs/2.02/studio/glossary.html#snapshot)

If you have more specific questions about formats and level of control let me know and I can point you in the right direction.

Thanks for this, just circling back to FMOD as a viable solution after trying out a few other approaches. Upon checking the documentation it does indeed seem like FMOD has pretty much everything we need. One question for us in the context of beatmatching is does FMOD have any inbuilt BPM detection as this is the only thing I couldnt see in the docs. I see plenty info about being able to control the tempo and set BPM rates but this only works if we can pre-detect the BPM of the loaded track that we want to timestretch.

Maybe another way to do this is to pull the bpm in from the metadata of the track (if included).

A second question for us would be how to handle data streaming. For example some of our users would host their music collection in dropbox. Could we import their collection via url into FMOD for them to mix with?

Thanks

FMOD does not come with beat matching built in. In FMOD Studio it is up to the user to enter their bpm value on the timeline.

FMOD supports some playlist formats via URL, ie see https://www.fmod.com/docs/2.00/api/core-guide.html#internet-streaming