public void InitFilterApplier()
{
//musimy zainicjalizowac tutaj, po rozpoczeciu odgrywania dzwieku w channelGroupie
//inaczej blad
description = new FMOD.DSP_DESCRIPTION();
description.read = myDSPCallback;
FMODUnity.RuntimeManager.LowlevelSystem.createDSP(ref description, out DSPfilter);
DSPfilter.setBypass(false);
FMOD.RESULT r = musicCube.getChannelGroupForInstrument1().addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, DSPfilter);
UnityEngine.Debug.Log(r);
Channel c;
musicCube.getChannelGroupForInstrument1().getChannel(0, out c);
c.getFrequency(out currentSampleRate);
description2 = new FMOD.DSP_DESCRIPTION();
description2.read = myDSPCallback2;
FMODUnity.RuntimeManager.LowlevelSystem.createDSP(ref description2, out DSPfilter2);
DSPfilter2.setBypass(false);
FMOD.RESULT r2 = musicCube.getChannelGroupForInstrument2().addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, DSPfilter2);
UnityEngine.Debug.Log(r2);
Channel c2;
musicCube.getChannelGroupForInstrument2().getChannel(0, out c2);
c2.getFrequency(out currentSampleRate);
}