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Hi! I am looking into making audio reactive shaders in godot. It seems like FMOD doesn't use godot's buses meaning that the built in SpectrumAnalyzer effect won't work, is there any way to get the frequency spectrum or even the current average volume of an event? Or a way to route the audio through godot's built in buses?
Thank you!
Hello,
Fmod runs inside in its library that is totally disconnected from Godot, all we do is provide a Godot API and Nodes to interact with the FMOD system.
There are certainly ways in FMOD to get data like "average volume over a short period of time" (I'm not sure about the frequency spectrum). But they are not part of what we expose to Godot.
Fmod is divided in 2 layers. A core layer that expose a lot of low level feature, and the studio layer (managing events) that is built on top of the core. We focus on exposing the studio layer. Any thing from the core layer is more complex to handle and it wouldn't be realistic to expose it all.
Maybe a way to avoid unnecessary complexity would be to implement a FmodAudioStream (inheriting Godot's AudioStream) that can take a Fmod Bus as input. But that would require investigation.
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Hi! I am looking into making audio reactive shaders in godot. It seems like FMOD doesn't use godot's buses meaning that the built in SpectrumAnalyzer effect won't work, is there any way to get the frequency spectrum or even the current average volume of an event? Or a way to route the audio through godot's built in buses?
Thank you!
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