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We working on prop aircraft engine in FMOD designer using 2 sounds: medium and high rpm (because of platform limitation).

If I set autopitch to them, its changes pitch across sample. I want to lock pitch at certan RPM, say don’t change it below 500 rpm and don’t change pitch above 3000 rpm.

The only solution we found that adding extra sounds – same as previous but w/o autopitch.

Is there more intelligent solution?)

PS I searched over the forum but didn’t found an answer.

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[quote="Aktion":23rymsr9]We working on prop aircraft engine in FMOD designer using 2 sounds: medium and high rpm (because of platform limitation).

If I set autopitch to them, its changes pitch across sample. I want to lock pitch at certan RPM, say don’t change it below 500 rpm and don’t change pitch above 3000 rpm.

The only solution we found that adding extra sounds – same as previous but w/o autopitch.

Is there more intelligent solution?)

PS I searched over the forum but didn’t found an answer.[/quote:23rymsr9]

Just to clarify your question:

  • You are using 2 samples (one medium, and one high rpm)
  • You want a smooth gradual pitch change as the parameter goes from minimum to maximum.

Is this correct?

It really helps to know the rpm values of the samples. If you play around with the engine example (supplied with Designer) you’ll see it is really easy to make it sound ‘wrong’. The samples, parameter and auto-pitch properties really need to be working together. Autopitch should work, but it you need to be really accurate with:

  • the sound definition instance positions
  • cross-fades between instances
  • auto-pitch properties.

If this doesn’t work, you could try using the pitch effect with a more sophisticated envelope to create a smooth rpm transition.

cheers,
Templar

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