Hi,
I used FMOD_DSP_PITCHSHIFT_PITCH and set frequency together to lower speed of the song without changing pitch.
if I don’t use FMOD_DSP_PITCHSHIFT_PITCH the sound is clear, but when use FMOD_DSP_PITCHSHIFT_PITCH the sound becomes unclear
Also I used dsp Info and saw that the vu meter shows lower values when FMOD_DSP_PITCHSHIFT_PITCH is used.
How is that and how I can overcome this issue?
Have you tried increasing FMOD_DSP_PITCHSHIFT_FFTSIZE above the default to reduce “smearing,” as described in the FMOD-DSP_PITCHSHIFT documentation?
What’s the sample rate of the audio file you’re lowering the play speed of?
Yes, I have set it to 4096, better quality longer delay but still lower volume
sample rate is 44100
Is there any updates? what should I do to prevent the issue!
I’ve added this issue to our bug tracker, but we have not yet released a fix.
If the change is volume is perceptible and a problem for your game, you should be able to compensate for it by boosting the volume.
It is a problem and it is perceptible! but the problem is not just the volume, the sound clearance reduction is the main problem.
I’m sorry, but I’m not sure I understand. What is “sound clearance reduction?”
I think he means the sound quality is the main problem
Assuming that you do mean the reduction in sound quality, l3enQ, there is currently no workaround for that issue.
yep, I mean kind of sound quality reduction. it is like the bass is killed somehow
However I think the problem is with pitch shifting algorithm, and I am seeking for another one to develop it with custom dsp.
Although I can find a time stretching algorithm, but it can not be developed by custom dsp, right? what is the best way to develop such things?