SNDINFO $pitch

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Major Cooke
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SNDINFO $pitch

Post by Major Cooke »

It would be nice to have a proper $pitch offsetting that's not affected by randomizing, and would hard set a specific sound to a specific pitch.

Code: Select all

monster/woof1 "sounds/monster/woof.ogg"
monster/woof2 "sounds/monster/woof.ogg"
monster/woof3 "sounds/monster/woof.ogg"

$pitch monster/woof1 0
$pitch monster/woof2 -2.2     //I cant remember if these can take floats.
$pitch monster/woof3 4

$random monster/woof {monster/woof1 monster/woof2 monster/woof3}
Basically this is setting the pitch at specifics.
Last edited by Major Cooke on Sun Apr 26, 2015 8:56 am, edited 4 times in total.
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edward850
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Re: ZDoom with OpenAL

Post by edward850 »

That doesn't actually have much to do with OpenAL, though. Or anything specific about new sound systems at all. Nothing new needs to exist for such a function to be implemented.
Last edited by edward850 on Sun Apr 26, 2015 8:44 am, edited 1 time in total.
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Re: ZDoom with OpenAL

Post by Major Cooke »

edward850 wrote:That doesn't actually have much to do with OpenAL, though.
I thought FMod was limited or something, as I or someone else suggested $pitch and... could've sworn someone said something about how it couldn't be done due to technical limitations.

If it's possible regardless then I'll go submit a proper feature request.

Damn your ninja edits. :P

Okay then, I'll make a proper post about it in feature suggestions.
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edward850
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Re: ZDoom with OpenAL

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Graf Zahl
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Re: $pitchshift

Post by Graf Zahl »

I split this off. This kind of topic hijacking is not encouraged.
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Major Cooke
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Re: SNDINFO $pitch

Post by Major Cooke »

Apologies, thought that was a limitation of FMOD so I had put it in there.
All I know of, is that someone once asked for this and someone else said it couldn't be done for some reason or another... Or the topic was buried in the crypts, I don't know for certain.
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Re: ZDoom with OpenAL

Post by randi »

Major Cooke wrote:I thought FMod was limited or something, as I or someone else suggested $pitch and... could've sworn someone said something about how it couldn't be done due to technical limitations.
If you ever think that again, just remember that OpenAL is more limited. FMOD is extremely flexible by comparison, exposing its complete DSP network.
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Re: SNDINFO $pitch

Post by edward850 »

Major Cooke wrote:All I know of, is that someone once asked for this and someone else said it couldn't be done for some reason or another... Or the topic was buried in the crypts, I don't know for certain.
I wonder if it was a discussion about true pitch shifting, which FMod can do, but is otherwise expensive to process as a casual sound DSP. ZDoom currently does it the cheap way by simply changing the playback frequency, which isn't quite the same effect (but is exactly how DMX did it too).
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Major Cooke
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Re: SNDINFO $pitch

Post by Major Cooke »

It could've been, but it was so long ago.

I just discovered another need, an alternate to $pitchshiftrange that doesn't affect already defined $pitchshifts as it's overwriting all of them at the moment, and people are most likely already relying upon its current behavior now. It's useful no doubt but I'm having difficulty getting past it for specifics.
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Re: SNDINFO $pitch

Post by Nash »

True pitch shifting, as opposed to the cheap frequency shift hack, is expensive DSP'ing even in the professional audio world... I don't think I've come across any pitch shifters that work with low/zero latency. And the ones that do work for real-time usage are all hardware units built for that purpose.
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