FMOD_DSPCONNECTION_TYPE

FMOD Studio API

Firelight Technologies FMOD Studio API

FMOD_DSPCONNECTION_TYPE

List of connection types between 2 DSP nodes.

C/C++ Syntax

typedef enum {
  FMOD_DSPCONNECTION_TYPE_STANDARD,
  FMOD_DSPCONNECTION_TYPE_SIDECHAIN,
  FMOD_DSPCONNECTION_TYPE_SEND,
  FMOD_DSPCONNECTION_TYPE_SEND_SIDECHAIN,
  FMOD_DSPCONNECTION_TYPE_MAX
} FMOD_DSPCONNECTION_TYPE;

JavaScript Syntax

FMOD.DSPCONNECTION_TYPE_STANDARD
FMOD.DSPCONNECTION_TYPE_SIDECHAIN
FMOD.DSPCONNECTION_TYPE_SEND
FMOD.DSPCONNECTION_TYPE_SEND_SIDECHAIN
FMOD.DSPCONNECTION_TYPE_MAX
FMOD.DSPCONNECTION_TYPE_FORCEINT

Values

FMOD_DSPCONNECTION_TYPE_STANDARD

Default connection type. Audio is mixed from the input to the output DSP's audible buffer.

FMOD_DSPCONNECTION_TYPE_SIDECHAIN

Sidechain connection type. Audio is mixed from the input to the output DSP's sidechain buffer.

FMOD_DSPCONNECTION_TYPE_SEND

Send connection type. Audio is mixed from the input to the output DSP's audible buffer, but the input is NOT executed, only copied from. A standard connection or sidechain needs to make an input execute to generate data.

FMOD_DSPCONNECTION_TYPE_SEND_SIDECHAIN

Send sidechain connection type. Audio is mixed from the input to the output DSP's sidechain buffer, but the input is NOT executed, only copied from. A standard connection or sidechain needs to make an input execute to generate data.

FMOD_DSPCONNECTION_TYPE_MAX

Maximum number of DSP connection types supported.

Remarks

FMOD_DSP_CONNECTION_TYPE_STANDARD
----------------------------------
Default DSPConnection type. Audio is mixed from the input to the output DSP's audible buffer, meaning it will be part of the audible signal. A standard connection will execute its input DSP if it has not been executed before.

FMOD_DSP_CONNECTION_TYPE_SIDECHAIN
----------------------------------
Sidechain DSPConnection type. Audio is mixed from the input to the output DSP's sidechain buffer, meaning it will NOT be part of the audible signal. A sidechain connection will execute its input DSP if it has not been executed before.
The purpose of the seperate sidechain buffer in a DSP, is so that the DSP effect can privately access for analysis purposes. An example of use in this case, could be a compressor which analyzes the signal, to control its own effect parameters (ie a compression level or gain).

For the effect developer, to accept sidechain data, the sidechain data will appear in the FMOD_DSP_STATE struct which is passed into the read callback of a DSP unit.
FMOD_DSP_STATE::sidechaindata and FMOD_DSP::sidechainchannels will hold the mixed result of any sidechain data flowing into it.

FMOD_DSP_CONNECTION_TYPE_SEND
-----------------------------
Send DSPConnection type. Audio is mixed from the input to the output DSP's audible buffer, meaning it will be part of the audible signal. A send connection will NOT execute its input DSP if it has not been executed before.
A send connection will only read what exists at the input's buffer at the time of executing the output DSP unit (which can be considered the 'return')

FMOD_DSP_CONNECTION_TYPE_SEND_SIDECHAIN
---------------------------------------
Send sidechain DSPConnection type. Audio is mixed from the input to the output DSP's sidechain buffer, meaning it will NOT be part of the audible signal. A send sidechain connection will NOT execute its input DSP if it has not been executed before.
A send sidechain connection will only read what exists at the input's buffer at the time of executing the output DSP unit (which can be considered the 'sidechain return').
For the effect developer, to accept sidechain data, the sidechain data will appear in the FMOD_DSP_STATE struct which is passed into the read callback of a DSP unit.
FMOD_DSP_STATE::sidechaindata and FMOD_DSP::sidechainchannels will hold the mixed result of any sidechain data flowing into it.

See Also




Version 1.10.03 Built on Feb 1, 2018