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1
vote
0answers
33 views

FMod, Multisound Module not looping in game

I am currently trying to implement a simple soundtrack in the Unity3D Angry Bots Demo using FMod. I created an event with a Multisound Event, containing 2 loops a 16 Bars. The event is 16bars long and ...
3
votes
1answer
805 views

fmod getWaveData() export to WAVE file help (C++)

I am trying to export the current sound that is being played by the FMOD::System into a WAVE file by calling getWaveData(). I have the header of the wave file correct, and currently trying to write to ...
2
votes
2answers
1k views

How to get several frequency ranges at the same time in fmod?

After reading documentation and tutorials about fmod I still have a question about frequency ranges. I've found how to get a frequency range using low and high pass DSP at the same time on the main ...
1
vote
1answer
285 views

What are developers using for voice chat on Windows?

On Xbox360 XHV2 is used for dealing with voice data, and XAudio2 is used for the low-level processing of that data. What is the XHV2 equivalent under Windows, assuming FMOD is used for the low-level ...
6
votes
2answers
2k views

How to make footsteps sound sync with animation (FMOD/Wwise/similar)

How do you pros out there implement footstep sounds in so that they're synced with character animation? I have an idea in mind: an FMOD event that has two footstep playback triggers, and a parameter ...
2
votes
2answers
642 views

Playing NSF music in FMOD.net

So, as the title says, I want to be able to play NSF files using FMOD, because my project already uses FMOD and I'd rather not replace it. This will involve figuring out how existing players and ...
4
votes
1answer
2k views

FMOD (C++) Wave Data of a whole sound

I'm using FMOD (with C++ syntax, not C) and I'm having trouble getting the wave data of a whole sound file. Channel::GetWave() only gets the wave data of the area on which it is currently playing. ...