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whats the best way to slow down playback speed in runtime, ie: like ever more popular bullettime? in such way that even sounds would slow down (drop pitch).

currentlly i’m playing with dialogs and lipsyncing animations, which are really hard to debug in real time, so a slow down is a must. but, fmod system runs at "normal" speed, while our engine has a time multiplier of 0.3. however, after a really really quick glance through a fmod sdk, i havent found a system wide function which would allow this.

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i just tried setting pitch multiplier on master chanel group but nothing happend… sunds still play at default speed

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I pop our gamespeed back into event and channel per update loop. (We use events for all sounds, apart from dialogue)

One thing I remember though is that one of the values is normal at 0, and the other 1.

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If you’re using the low level api, the low level api, the channelgroup example actually does this (when you hit esc, it pitches down all the sounds and fades them out)

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ok, i think i’m missing something.

we are using event library plus some additional lowlevel functionality through system object (getSystemObject).

  1. do created events automaticly fall into master channel group?

  2. is there a way to actually slow down events? so that event->getinfo.positionms would return "correct" position if the event is slowed down? coz right now, even if i pitch down an event, it sounds correct but positionms is "wrong" – it is still realtime.

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and it would be really nice if pitch parameters were more standardized. like a1psx noticed some pitch parameters use 1.0 as default value, other 0.0.

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You should be using eventcategory::setpitch

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yup, i tried evencategory::setpitch on master catergory. it does what it should, but one problem still stays. the getinfo.positionms is not returning the corresponding values if the pitch is changed. i wanted to modify this value with the same pitch value, but i do not understand how eventcategory::setpitch numbers work/scale the pitch. since it is 0.0 by default, does the 0.2 settings represent 20% higher pitch?

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