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Thread: Do we have a way to chance a sound pitch live during runtime?

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    Do we have a way to chance a sound pitch live during runtime?

    As the title implies, I'm looking for a way to alter a .wav's pitch at runtime, live.

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    You can adjust the sound frequency which will adjust the pitch. However it will also make your sample play slower/faster depending if you want to raise or lower the pitch.
    As for doing that and keeping the .wav duration the same, I don't think it's possible.

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    Do we have a way to chance a sound pitch live during runtime?

    Hmm. Looks like I've got some learning to do on this one. That is one tricky control!

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    Hehe I use it a lot. Just take a closer look of what your sample rate is. I always render my sounds 44100k, and use a value to control the frequency.

    Did you just update your profile picture, it's a bit brighter?

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    Hi all. If your building for HTML5, changing the sample rate works fine in every browser except Internet Explorer. Just thught I'd mention that as I have developped several virtual string tuning games and the best results are on Chrome and Safari. IE does not change the frequency and ingonres the command.

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    Do we have a way to chance a sound pitch live during runtime?

    Quote Originally Posted by J3sseM View Post
    Hehe I use it a lot. Just take a closer look of what your sample rate is. I always render my sounds 44100k, and use a value to control the frequency.

    Did you just update your profile picture, it's a bit brighter?
    Nope, didn't change it! Maybe it changed because I'm not brighter for having learned more about frequencies, lol.

    Is there a hard and fast amount to change a frequency so it becomes a new note? Changing a C to C# to D, for example?

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    It's my monitor, it's a bit skewed it seems. =D

    I think it should be possible, there's probably a simple math for that, and it will depend of your sample rate.
    With a little bit of tweaking I'm sure you can figure it out.

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