Changing the sample rate of a bank for when it builds

Hello,

I’m currently working on a puzzle game project on UE5 that allows the player to slow down time, from normal speeds to a complete stop.

I’m using the Macro Control’s pitch shift at bus level, which is controlled by a global “Time Speed” parameter.

This is mostly perfect as it decreases the playback speed as well as the pitch, but I’m finding I’m losing a lot of clarity in my sound effects when time is moving very slowly.

I hoped to be able to design and export my sounds with a high sample rate, allowing them to maintain clarity when pitched down at around 2 octaves. However, from what I can see, FMOD Studio builds the banks at 48kHz, regardless of what the original .wav file’s sample rate is.

I appreciate increasing sample rate will increase the size of the bank but even so, there a way to have FMOD Studio build at a higher rate?

My first post on here so I hope that all makes sense, and thanks!

If you select the Sample Rate Mode “Preserved”, FMOD Studio will preserve the sample rate of the source audio file when building banks. For a couple of formats (Opus, Vorbis, AT9, and XMA), there’s a hard limit of 48kHz.

However, by default the runtime FMOD Studio system runs at 48kHz (or 24kHz on mobile), and any audio that enters the mixer will be resampled to this sample rate, which may also affect the clarity of your audio when pitched. At runtime, you can increase the system sample rate using System::setSoftwareFormat, and you can increase the quality of the resampler using System::setAdvancedSettings to set the resampler method. Be aware that both options will incur increased CPU usage.