# Pitch-up compensated with pitch-down - resampling?

**URL:** <https://qa.fmod.com/t/pitch-up-compensated-with-pitch-down-resampling/14855>\
**Category:** FMOD Studio\
**Created:** [July 15, 2019, 2:47pm UTC](https://qa.fmod.com/t/pitch-up-compensated-with-pitch-down-resampling/14855 "2019-07-15T14:47:24Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Skaven252](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/skaven252/32/63_2.png) [@Skaven252](https://qa.fmod.com/u/Skaven252)\
**Post date:** [July 15, 2019, 2:47pm UTC](https://qa.fmod.com/t/pitch-up-compensated-with-pitch-down-resampling/14855/1 "2019-07-15T14:47:24Z")

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I’ve had some cases where a sound needs to retain its pitch but play a shorter cut of it when a parameter changes. I did this by raising the pitch of the event master (timeline goes faster), then pitching down the multi-sound. Result: pitch stays the same, but the playback is shorter. Or, you can make it longer by doing the opposite; or trigger more frequently with a loop, you get the idea. In any case, there are two pitch changes (master vs content) that cancel each other out.

Caveat: pitching sounds up a lot leads to longer buffer reads = expensive.

So I’d like to know: what happens to buffer reads if the whole event pitches up, but all multi-sounds inside it pitch down? The pitch doesn’t change, but does the scheduler still need to do a longer buffer read “just in case”, thus making the event more expensive to play back?

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [July 21, 2019, 11:21pm UTC](https://qa.fmod.com/t/pitch-up-compensated-with-pitch-down-resampling/14855/2 "2019-07-21T23:21:21Z")

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The pitch is resolved at the channel level, meaning if you have an overall pitch value of 1 there will be no extra cost involved. Once the pitch is greater than one, FMOD will need to read more data to fill the same length of time.
