Hooking up audio speed/pitch with $timescale
by Bryce · in Torque Game Engine · 02/18/2010 (8:18 pm) · 3 replies
Hello!
Just out of curiosity, has anybody figured out how to lower the pitch of all in-game sounds according to the timescale? For example, if I've got the timescale at 0.5, the sounds would play at half speed, etc. Any ideas?
Thanks,
Bryce
Just out of curiosity, has anybody figured out how to lower the pitch of all in-game sounds according to the timescale? For example, if I've got the timescale at 0.5, the sounds would play at half speed, etc. Any ideas?
Thanks,
Bryce
#2
02/18/2010 (9:34 pm)
Bah. Not possible in TGE? I know that the engine sounds for vehicles change their pitch based on the amount of power, but there's got to be a way to apply that to *all* sounds. Not too familiar with the audio code at all.
#3
It's definitely possible, though I think not without some custom coding. Think I'd add a second property to the "channel" concept that so far only supports volume adjustments. By adding a per-channel pitch scaler, the pitch of in-game audio could be easily changed without affecting GUI audio, for example.
(which BTW is also easily done in T3D by using a different source object, like e.g. AudioChannelEffects)
02/18/2010 (9:40 pm)
It's definitely possible, though I think not without some custom coding. Think I'd add a second property to the "channel" concept that so far only supports volume adjustments. By adding a per-channel pitch scaler, the pitch of in-game audio could be easily changed without affecting GUI audio, for example.
(which BTW is also easily done in T3D by using a different source object, like e.g. AudioChannelEffects)
Associate Rene Damm
I can only answer that for T3D where it would be:
:)