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Hi all, been researching about it this past couple days, but can’t find a solution, is there a way to do this using FMOD in Unity? like the one in youtube, if you speed up the video, the sound pitch will stay the same? any help would really appreciated :)

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Hi Richard,

Thanks a lot for responding, I’ve tried your suggestion, but it just nullify the speed change. So basically I added pitch automation to master track (event) with value from 0st up to 10st, and then I added pitch automation to each track with value from 0st up to -10st, and when I play the event, and start ramping up the parameter, the speed doesn’t seem to change. Did I do wrong somewhere in the step?

Thanks

Romi

  • Richard Simms

    Hi Romi,

    As mentioned, this only works if you break up the music into multiple one-shot instruments. For example, instead of a drum track, have the drum’s kick, snare, etc. as single instruments.

    If you increase the event’s pitch but decrease a music instrument’s pitch then they will just play at its original pitch.

    If you want to see an example of something similar in action, take a look at the music/cassette events in our Celeste example project.

    Thanks,
    Richard

  • Romi Fauzan Fauzi

    Hi Richard,

    Thanks a lot for helping, I’ve did those steps actually, breaking down the music into component, and setup all those individual pitch as well the event pitch, the music plays its original pitch indeed, but there are no speed up at the end.

    We finally decided to use Unity built in audio, and we successfully create this effect with its pitch shifter.

    Thanks again, and regards,

    Romi

  • Richard Simms

    Hi Romi,

    It’s odd that this setup does not work as expected.

    You can use a similar feature with FMOD by having a Pitch Shifter effect on the master track and automating the event’s pitch at the same time as the Pitch Shifter. It is best when done with small amounts.

    Thanks,
    Richard

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Hi Romi,

You can achieve this by having the components of your music event broken into one-shot individual instruments (ie. a kick instrument, a snare, etc.). Then you can automate the pitch of the event to rise and the individual instruments’ pitch to lower at the same rate. This way the playback position will trigger the individual instruments faster, whilst the instruments maintain their original pitch.

Thanks,
Richard

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