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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_GetCurrentLevels">FSOUND_GetCurrentLevels</A></H2>
Returns a left and right VU/Level reading at the current position of the specified channel.<BR>
Levels are are only supported for software channels.<BR>
<P>
<B>DLL_API signed char F_API </B><B> </B><B>FSOUND_GetCurrentLevels</B><B>(</B><BR>
<B>int </B><B> </B><I>channel</I><B>,</B><BR>
<B>F_FLOAT_API *</B><I>l</I><B>,</B><BR>
<B>F_FLOAT_API *</B><I>r</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>channel</I></TD>
<TD>Channel number/handle to retrieve left and right level from.<BR>
</TD><TR VALIGN=top><TD><I>l</I></TD>
<TD>Pointer to a floating point value to store left level, between 0 and 1.<BR>
</TD><TR VALIGN=top><TD><I>r</I></TD>
<TD>Pointer to a floating point value to store right level, between 0 and 1.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
By default this function is only point sampled and not latency adjusted (it will appear to trigger ahead of when you hear the sound).<BR>
To fix this and get a 'perfect' set of levels in realtime, use FSOUND_INIT_ACCURATEVULEVELS with FSOUND_Init.<BR>
-------------------<BR>
To get an overall VU reading for all sounds, add all VU values for each channel together, and then clip at 1.0. <BR>
Another (harder) way is to write a dsp unit that reads from the mixbuffer being passed into it.<BR>
Note: A true 'VU' should be smoothed, but in case people were after more accuracy than a smoothed value, it was decided to return the raw amplitude, and let the user smooth the result in their own way.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_GetAmplitude.html">FSOUND_GetAmplitude</A>
,
<A HREF="FSOUND_Init.html">FSOUND_Init</A>
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