# Time stretch and high quality pitch shift compensation with external DSP

**URL:** <https://qa.fmod.com/t/time-stretch-and-high-quality-pitch-shift-compensation-with-external-dsp/15160>\
**Category:** FMOD Engine\
**Created:** [October 24, 2019, 8:14am UTC](https://qa.fmod.com/t/time-stretch-and-high-quality-pitch-shift-compensation-with-external-dsp/15160 "2019-10-24T08:14:28Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![monkdream](https://avatars.discourse-cdn.com/v4/letter/m/ecd19e/32.png) [@monkdream](https://qa.fmod.com/u/monkdream)\
**Post date:** [October 24, 2019, 8:14am UTC](https://qa.fmod.com/t/time-stretch-and-high-quality-pitch-shift-compensation-with-external-dsp/15160/1 "2019-10-24T08:14:28Z")

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I’m using FMOD’s included pitch shift right now to compensate while time stretching but I find that it doesn’t work so well on pitched instruments like guitar, synths and mostly bass. Does anyone have experience with 3d part solutions like [Zynaptiq](https://www.zynaptiq.com/ztx/ztx-versions/) ? Target platform is iOS and Android for a mostly music focused game.

(N.B.: I read [TImestretch in realtime with FMOD\_DSP\_TYPE\_PITCHSHIFT](https://qa.fmod.com/t/timestretch-in-realtime-with-fmod-dsp-type-pitchshift/13731) but it’s also the overall quality I’d like to improve aiming for a Novation Launchpad iOS app time stretch quality)

Thanks,

Laurent

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**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [November 4, 2019, 1:42am UTC](https://qa.fmod.com/t/time-stretch-and-high-quality-pitch-shift-compensation-with-external-dsp/15160/2 "2019-11-04T01:42:45Z")

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Currently the pitch shift DSP is the only pitch shift DSP available for FMOD Studio. You can load third party VSTs by using [FMOD\_DSP\_TYPE\_VSTPLUGIN](https://www.fmod.com/resources/documentation-api?version=2.0&page=core-api-common-dsp-effects.html#fmod_dsp_type_vstplugin) when creating DSPs, however these are not guaranteed to be portable nor optimized to be used with your game.

The only other option available is to created a proprietary FMOD DSP using the FMOD DSP API and to implement that into your project.
