I have a set of looping car engine WAVs, recorded at different RPMs. Pretty arbitrary values at that. To retain maximum sample quality, I don’t want to resample the sample data, just tune the playback frequency of the samples to get them in tune.
For the different RPMs to blend correctly, all the samples have to be tuned to the same master pitch. Well, er, how do I do this? Do I select one sample as the ‘reference’, then play two samples simultaneously and manually tune the other one to the reference sample?
Or; how did you get the engine samples so perfectly tuned to such round RPM values in the car engine example?
Thanks for the tips. I better pass that information to our engine sound recorders, to always mark down the RPM the sound has been recorded at.
I tried creating a saw oscillator into the example car engine event, but when I played the event, FMOD Designer crashed. I’ll try to reproduce the bug – if it is a bug, and not just my PC acting up.
EDIT: On my machine, the bug is simple to reproduce:
1) Open the “Examples” project file
2) Open the “Car” event in the Event Editor
3) Add a new Layer
4) Add a Sound, and select Sine or Triangle from the menu
5) Play the event.
Would you like me to email you the crash report? (verbose XML file)
I found a solution that works for me. Thought I’d share it, someone may find it helpful:
1) Place all the engine loops into Vegas Audio tracks, and switch their timestretch/pitch to “Lock to stretch” so you can stretch the different WAVs into tune.
2) When done tuning, check each audio event’s Properties to see how much the WAV’s pitch has been shifted. The unit is in Cents (one 100th of a semitone).
3) Use the [url=http://www.sengpielaudio.com/calculator-centsratio.htm:3hyfvqln][b:3hyfvqln]web frequency ratio converter[/b:3hyfvqln][/url:3hyfvqln] to convert the cents into a relative pitch in octaves, to be applied to the Sound Definition’s Pitch parameter.
Voilá! Your samples are tuned.
But is there a faster and easier way to do this?
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