#So, is it possible to override per
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Ello!
So, is it possible to override per script the audioinput of a .acp so lets say a bus would accept an output from a soundout?
Nope! :P
Or even better, is it planned that the finalmix can get new initialized with loading of the map, so we could make our own submixes?
Not being able to properly mod the FinalMix is a long-standing issue and we're aware of it. Can't say much more at the moment, pardon!
PS: Also, why cant i have in the .acp a signal from a bus as input with interpolate and smooth (long^^) to an output i could use to lets say drive a distortion or set a dynamic fc? Or to do some filtering in the signal, isn't it what thats for?
Not quite sure what you mean; Signal as in audio Signal or "Game Signal"? Signal in the context of Enfusion simply is a numeric value, Signals don't process audio.
ah ok, yes, i was speaking of signal like in the real world, where you could use an audio signal to drive something not audio. (not always without heavy filtering though) On the long run an output for at least amplitude would be great (should be there internally already, since you can link a DSP?)
How are AudioSignals handled (or named) internally then? (Or how can i "find" them to understand whats going on?)
I'm afraid you think about the topic way too much as if the Audio Editor is a DAW, which it is not. :P
You can't access the "audio signal" outside of the nodes the Editor provides, I'm afraid