FMOD surround sound openframeworks

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Published on 2012-06-11T16:37:03Z Indexed on 2012/06/11 16:40 UTC
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Ok, I hope I don't mess this up, I have had a look for some answers but can't find anything. I am trying to make a simple sampler in openframeworks using the FMOD sound player in 3D mode. I can make a single instance work fine (recording a new file using libsndfilerecorder and then playing it back and moving it in surround.

However I want to have 8 layers of looping audio that I can record and replace one layer at a time in a live show. I get a lot of problems as soon as I have more than 1 layer.

The first part of my question relates to the FMOD 3D modes, it is listener relative, so I have to define the position of my listener for every sound (I would prefer to have head relative mode but I cannot make this work at all. Again this works fine when I am using a single player but with multiple players only the last listener I update actually works.

The main problem I have is that when I use multiple players I get distortion, and often a mix of other currently playing sounds (even when the microphone cannot hear them) in my new recordings. Is there an incompatability with libsndfilerecorder and FMOD?

Here I initialise the players

for (int i=0; i<CHANNEL_COUNT; i++) {  
    lvelocity[i].set(1, 1, 1);  
    lup[i].set(0, 1, 0);  
    lforward[i].set(0, 0, 1);  
    lposition[i].set(0, 0, 0);  
    sposition[i].set(3, 3, 2);  
    svelocity[i].set(1, 1, 1);  
    //player[1].initializeFmod();  
    //player[i].loadSound( "1.wav" );  
    player[i].setVolume(0.75);  
    player[i].setMultiPlay(true);  
    player[i].play();  
    setupHold[i]==false;  
    recording[i]=false;  
    channelHasFile[i]=false;  
    settingOsc[i]=false;  
} 

When I am recording I unload the file and make sure the positions of the player that is not loaded are not updating.

void fmodApp::recordingStart( int recordingId ){

if (recording[recordingId]==false) {  
    setupHold[recordingId]=true; //this stops the position updating  
    cout<<"Start recording Channel " + ofToString(recordingId+1)+"  setup hold is true \n";  
    pt=getDateName() +".wav";  
    player[recordingId].stop();  
    player[recordingId].unloadSound();  
    audioRecorder.setup(pt);  
    audioRecorder.setFormat(SF_FORMAT_WAV | SF_FORMAT_PCM_16);  
    recording[recordingId]=true; //this starts the libSndFIleRecorder  

}  
else {  
    cout<<"Channel" + ofToString(recordingId+1)+" is already recording \n";  
}  

}

And I stop the recording like this.

void fmodApp::recordingEnd( int recordingId ){  
if (recording[recordingId]=true) {  
    recording[recordingId]=false;  
    cout<<"Stop recording" + ofToString(recordingId+1)+" \n";  
    audioRecorder.finalize();  
    audioRecorder.close();  
    player[recordingId].loadSound(pt);  
    setupHold[recordingId]=false;  
    channelHasFile[recordingId]=true;  
    cout<< "File recorded channel " + ofToString(recordingId+1) + " file is called " + pt + "\n";  
}  
else {  
    cout << "Sorry track" + ofToString(recordingId+1) + "is not recording";  
}  

}

I am careful not to interrupt the updating process but I cannot see where I am going wrong.

Many Thanks

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