Using Groups in FMOD and Resonance Audio - resonance-audio

Does anyone know if there is anyway to use GROUPS in FMOD while using the resonance audio spacialiser plugin?
I've searched everywhere, but documentation seems to be lacking!
EDIT: Forgot to add that it is being used with Unreal Engine.
Thanks!

At present the Resonance Audio Plugin is a 'mixing plugin'. All audio routed into a resonance audio source or ambisonic source is mixed internally within the plugin. This allows us to perform spatialization effects far more efficiently.
If you have CPU to spare you could consider using more than one ResonanceAudioListener.

Related

Audio plugins. Mapping MIDI to audio files

I am a reasonably experienced programmer who is pretty inexperienced with C++ and brand new to creating plugins.
Thus far I have looked into http://martinfinke.de/blog/tags/making_audio_plugins.html but it seems incredibly dated, I'm hitting a whole load of compilation issues and don't know where to get the legacy SDKs which would mean I had the exact same set up that the author is using.
I have also looked into JUCE but there isn't a vast amount of resources out there that I can find.
What I am trying to do is create a plugin, VST only for now (will look at compatibility with other vendors later) which simply maps a MIDI input to an audio file which my partner, who is a sound engineer, has already created. We have enough samples for randomising and also various velocities
I highly recommend just working your way through the JUCE Tutorials or watching through the JUCE videos by The Audio Programmer on Youtube to get you started on JUCE. Whilst the first tutorials do not produce audio plugins, the components used within them are crucial 'building blocks' to creating a full plugin.
When you're happy with creating basic GUI elements and how audio can be played/ synthesised within both the Audio App and Audio Plug-In projects, I recommend you try building the smallest part of your plugin you can and, getting that working and slowly building upon it. I suggest starting with how to load an audio file into the buffer (take a look at the looping audio tutorial) as once that is complete it is just a case of using the tutorials again to create and handle the MIDI data.

DirectShow filter to detect specific frequencies

loving and gracious Internet community. I am working on building an application that uses DirectShow to play HLS streams and run some processes on them.
I used Graphedt.exe to render the URL that we use and it works great, but we need to be able to detect specific sub-audible frequencies. I assume that a filter would serve that purpose well. Just not totally sure how to analyze the incoming frames for an audio frequency.
I am new to C++ programming but am willing to learn and work on it.
Any help is greatly appreciated. Thanks.
If you are using the default DirectSound audio renderer, then you should try writing a TransInPlace filter to Account the buffers flowed.
Furthermore, you can add a property page to be useful when debugging.

How does one stream and play Youtube/FLV videos in a C++ application?

I would like to stream and play Youtube videos, or FLV files in general, in a C++ application. How can it be done? (I'm using QT as a GUI)
You have two problems to tackle.
First one you need the player technology. For that you can use ffmpeg but bear in mind that it is licensed under GPL (older version in LGPL).
The second thing is that you need access to the FLV video urls. For this you either scrape the website or used the YouTube GData APIs. If you decide to go for the latter you need to know that you'll need a special deal with YouTube/Google to be granted access to the high quality streams. Usually you don't get access to the FLV ones.
How about Qt with Phonon plus a backend that can decode flv streams?

How can one play a FLV file from Youtube in a C++ application?

I'm using C++ to get Youtube video links, but now I would like to be able to play a stream in my application.
Using C++ wxWidgets, what cross platform options do I have?
Look at existing video players like mplayer or vlc that can both play flv files.
It you want a something a a somewhat lower level, Qt::media supports Gstream that supports flv. However this might go against what you want as you use wxwidgets.
Then, you can directly look into integrating GStreamer in your app.
The wxMediaCtrl class in wxWidgets is used to play video:
http://docs.wxwidgets.org/stable/wx_wxmediactrl.html
http://docs.wxwidgets.org/trunk/classwx_media_ctrl.html
On MacOS X and Windows wxMediaCtrl uses the native backend, and on Linux GStreamer. I don't know if the native backends on the first two support flv.
FFMPEG supports demuxing and decoding of the FLV format (among others), and is the best implementation I know of besides Flash itself. It's relatively easy to use, and it's used by all of the software others have suggested for decoding of Flash Video.
After some searching in google I believe there isn't something pre-made in C++ that will match WxWidgets but you should be able to find a decoder and use it's API.

How to extract an MP3 from a SWF in ActionScript 2.0

I am in need of playing multiple sound files one after the other. The problem is that I cannot use MP3 due to firewall issues and must use a SWF with the sound embedded into it.
The problem is that the SWF will play the sound but not with the sound object - so I miss out on the built in features. I need to extract the Mp3 from the SWF to be able to play it with the sound object.
Is there a way to extract the MP3 that is embedded in the SWF using ActionScript 2?
Thank You for your help.
It appears this cannot be done. I ended up having to use a Delegate to mimic MP3 functionality using the SWF.