by XxMiltenXx » Sat Dec 30, 2017 10:13 am
Well, as the title says, I'd like a function where you can specify and force the pitch the sound is played at. Not a fancy way, just changing the sample rate as ZDoom already does.
Maybe it could be done as an extension to the original A_PlaySound:
A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, double volume = 1.0, bool looping = false, double attenuation = ATTN_NORM, bool local = false, double pitch = 1.0, bool randompitch = true);
So a pitch of 0.5 would half the sample rate, and randompitch determines whether the random pitching (if enabled and set in SNDINFO) should still be factored in on top of it.
Well, as the title says, I'd like a function where you can specify and force the pitch the sound is played at. Not a fancy way, just changing the sample rate as ZDoom already does.
Maybe it could be done as an extension to the original A_PlaySound:
A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, double volume = 1.0, bool looping = false, double attenuation = ATTN_NORM, bool local = false, double pitch = 1.0, bool randompitch = true);
So a pitch of 0.5 would half the sample rate, and randompitch determines whether the random pitching (if enabled and set in SNDINFO) should still be factored in on top of it.