private void Form1_Load(object sender, System.EventArgs e) { uint version = 0; FMOD.RESULT result; FMOD.DSPConnection dspconnectiontemp = null; /* * Create a System object and initialize. */ result = FMOD.Factory.System_Create(ref system); ERRCHECK(result); result = system.getVersion(ref version); ERRCHECK(result); if (version < FMOD.VERSION.number) { MessageBox.Show("Error! You are using an old version of FMOD " + version.ToString("X") + ". This program requires " + FMOD.VERSION.number.ToString("X") + "."); Application.Exit(); } result = system.init(32, FMOD.INITFLAGS.NORMAL, (IntPtr)null); ERRCHECK(result); result = system.createSound("../../../../../examples/media/drumloop.wav", FMOD.MODE.SOFTWARE | FMOD.MODE.LOOP_NORMAL, ref sound); ERRCHECK(result); result = system.playSound(FMOD.CHANNELINDEX.FREE, sound, false, ref channel); ERRCHECK(result); /* * Create the DSP effects. */ result = system.createDSPByType(FMOD.DSP_TYPE.LOWPASS, ref dsplowpass); ERRCHECK(result); result = system.createDSPByType(FMOD.DSP_TYPE.CHORUS, ref dspchorus); ERRCHECK(result); /* * Connect up the DSP network */ /* * When a sound is played, a subnetwork is set up in the DSP network which looks like this. * Wavetable is the drumloop sound, and it feeds its data from right to left. * * [DSPHEAD]<------------[DSPCHANNELMIXER] */ result = system.getDSPHead(ref dsphead); ERRCHECK(result); result = dsphead.getInput(0, ref dspchannelmixer, ref dspconnectiontemp); ERRCHECK(result); /* * Now disconnect channeldsp head from wavetable to look like this. * * [DSPHEAD] [DSPCHANNELMIXER] */ result = dsphead.disconnectFrom(dspchannelmixer); ERRCHECK(result); /* * Now connect the 2 effects to channeldsp head. * * [DSPLOWPASS] * / * [DSPHEAD] [DSPCHANNELMIXER] \ \ [DSPCHORUS] */ result = dsphead.addInput(dsplowpass, ref dsplowpassconnection); ERRCHECK(result); result = dsphead.addInput(dspchorus, ref dspchorusconnection); ERRCHECK(result); /* * Now connect the wavetable to the 2 effects * * [DSPLOWPASS] * / \ * [DSPHEAD] [DSPCHANNELMIXER] \ / \ [DSPCHORUS] */ result = dsplowpass.addInput(dspchannelmixer, ref dspconnectiontemp); ERRCHECK(result); result = dspchorus.addInput(dspchannelmixer, ref dspconnectiontemp); ERRCHECK(result); /* * Now the drumloop will be twice as loud, because it is being split into 2, then recombined at the end. * What we really want is to only feed the dspchannelmixer->dsplowpass through the left speaker, and * dspchannelmixer->dspchorus to the right speaker. * We can do that simply by setting the pan, or speaker levels of the connections. * * [DSPLOWPASS] * /1,0 \ * [DSPHEAD] [DSPCHANNELMIXER] \0,1 / * [DSPCHORUS] */ { float[] leftinputon = { 1.0f, 0.0f }; float[] rightinputon = { 0.0f, 1.0f }; float[] inputsoff = { 0.0f, 0.0f }; result = dsplowpassconnection.setLevels(FMOD.SPEAKER.FRONT_LEFT, leftinputon, 2); ERRCHECK(result); result = dsplowpassconnection.setLevels(FMOD.SPEAKER.FRONT_RIGHT, inputsoff, 2); ERRCHECK(result); result = dsplowpassconnection.setLevels(FMOD.SPEAKER.FRONT_LEFT, inputsoff, 2); ERRCHECK(result); result = dsplowpassconnection.setLevels(FMOD.SPEAKER.FRONT_RIGHT, rightinputon, 2); ERRCHECK(result); } result = dsplowpass.setBypass(true); result = dspchorus.setBypass(true); result = dsplowpass.setActive(true); result = dspchorus.setActive(true); }