I’ll start off with my question, how do I take a gain value in decibels and integrate it with FMOD?
To elaborate, I work on a mod that uses the Source SDK. Unfortunately the sound portions are closed source and a bit buggy. So I created a 3D sound entity that uses FMOD as a base, though it does more than 3D sound.
I’ve basically got what I want and have been using it for a couple years now, but Source also has sound levels that it uses for its normal sound system. It has methods that I can use that can compute gain based on a specified decibel level I want to achieve.
Basically I want to take that resulting gain value which is in decibels and apply it to my FMOD sounds. I want the sound entity to closely resemble Source’s sound as much as it can, just without the bugs of course.
But there doesn’t seem to be some built-in way to do this. There is this setLowPassGain function for channels. However according to the documentation this requires lowpass filtering. Which I’ll be honest, I have no clue what this means. I’m unfortunately not a sound engineer. This stuff really interests me though.
Is this what I want? If so, this doesn’t seem to be in decibels, so how would I use it?
Any help and information is greatly appreciated!