Timestretch MusicBox

Now we like to use a music box cue that has to slow down as the tension of the box powers out.
I found this little hack at YT to combine the pitch shift and master-pitch combination, which works OK but not in a very good quality. I wonder if I can just produce different tracks in hi-Q and then just fade into those - thus creating a slow-down fx.

Or is there a better way to achieve this?

[quote=“ScoringStageEU, post:1, topic:23972”]
I wonder if I can just produce different tracks in hi-Q and then just fade into those - thus creating a slow-down fx.
[/quote]Sure, you can do that! If you make use of magnet regions set to “relative” offset, combined with tempo markers, you’ll be able to jump from one point in one track to the equivalent point in a longer or shorter track, allowing you to slow down or speed up your music box without missing a note.

It depends on your criteria for “better.” The way described above will allow you to jump from one speed to another on the beat, but carries the risk of notes being cut off if a transition occurs mid-way through a note and the speed change is substantial.

You could avoid that issue by recording sameples for individual notes and laying each individual note out along a parameter, then adding a seek modulator to the parameter’s value and automating its speed. However, this method would require considerable effect to set up.

The easiest option would be to do exactly what you described, and have multiple versions of the track played by different instruments, and use a parameter combined with AHDSR modulators to crossfade between them. However, this method would result in jumping to a different part of the music track each time the speed changes.

There is no one right way to do this; the best way depends on your game project’s unique goals and requirements.