# Question about audio pitch

**URL:** https://qa.fmod.com/t/question-about-audio-pitch/15871
**Category:** FMOD Engine
**Created:** [June 10, 2020, 3:31am UTC](https://qa.fmod.com/t/question-about-audio-pitch/15871 "2020-06-10T03:31:21Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![zsda159753](https://avatars.discourse-cdn.com/v4/letter/z/e5b9ba/32.png) [@zsda159753](https://qa.fmod.com/u/zsda159753)
#### Post date: [June 10, 2020, 3:31am UTC](https://qa.fmod.com/t/question-about-audio-pitch/15871/1 "2020-06-10T03:31:21Z")

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I have a problem that hen we speed up our audio by SetPitch interface, the tone of the audio also changes, can we have any solution which can speed up the audio meanwhile keep the tone unchanged?

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### Author: ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)
#### Post date: [June 11, 2020, 11:41pm UTC](https://qa.fmod.com/t/question-about-audio-pitch/15871/2 "2020-06-11T23:41:23Z")

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The [FMOD\_DSP\_PITCHSHIFT](https://www.fmod.com/resources/documentation-api?version=2.1&page=core-api-common-dsp-effects.html#fmod_dsp_pitchshift) DSP effect is capable of altering the pitch of a playing sound without speeding it up or slowing it down.

I should mention that changing the pitch of a sound without timestretching is computationally expensive. If you don’t need to adjust pitch dynamically while your game runs, it’s often better to “bake in” the pitch adjustment to your use source audio files than to adjust the pitch in real time as your game runs.
