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!