I’m using data from FFT DSP to perform beat detection and want the actual sound to be played several seconds after the fft.
First option is to put delay dsp after the fft, but doing so results in more memory usage and offset time is limited to 10 seconds.
Another option is to create two channels, one for fft and another for playback. But how can I sync them correctly? May be the Channel::setDelay() of any help in this case?
I make call GetParameterData in a 60 fps game loop. Obviously, the underlying DSP chain operates in different intervals, but does it have any drawbacks? If the fft performed as input samples fill the window, is there any way to get a callback?