Music? can you slow it down
quique13
Member Posts: 99
is there any attribute that you can do so that the music slows down?
i know you can lower the volume!
thanks
cheers
i know you can lower the volume!
thanks
cheers
Comments
Hi @quique13 There's no way to do that for a Music file in GSC; in fact, a music file can't be altered in any way, only started, stopped & paused; or the volume altered, as you know.
You can slow down the speed of a sound in GSC but this is a by-product of altering the pitch... by making the pitch lower, this will stretch the sample accordingly to play for longer (or shorter if the pitch is made higher).
For proper speed change without altering the pitch, the only option for you is to do these in an external Audio Editor ( that has a filter to let you to do that... Amadeus comes to mind) and bring each different version in as separate files into GSC.
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Well... I guess you could import your music as a sound and then use the pitch to slow it down, but that would also mean.... well... that the pitch would change with the speed. Other than that, I don't think you can.
Hi @quique13 You'd be better off with two buttons for raising the pitch as well as lowering the pitch. (You could also do this with a slide but that involves more programming).
So back to the buttons, these can be used to raid or lower the pitch in .1 increments if you wished; i'll quickly get together a demo for you, give me 10 mins.
P.S As long as you fully understand now that the lower the pitch is made, the slower the sound will play, and the higher the pitch the faster it will play....
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https://www.mediafire.com/?oxo0fzkj4jjgpbz
Here's the buttons in a game file as you requested, to raise or lower the pitch of a sound, hope it helps. (I'll say again though, it does speed up or slow down the track, as there's no time stretch in GameSalad).
P.S I'll put here the same as I've put in the file: the track Route F used in the game file (Also known as Trancer 05) is composed by David John Griffin (me, that is), who also owns the copyright. For interest, I wrote it about 6 or 7 years ago.
If you can find a use for it (a small chance, I guess! But I dunno, roaring through space, or heavy-duty truck driving, or something.... ;-) ), I'll allow anyone to use the track in one game only, for free, providing you credit me, along the lines of:
"Track F" composed and produced by David John Griffin ©2014
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Hi @Socks But with the advent of modern-day software audio generators / samplers / editors / sequencers, etc., came time stretch (amongst a thousand other new things), whereby changing a pitch of a track without altering its speed became perfectly normal.
http://www.soundonsound.com/sos/sep07/articles/cubasetech_0907.htm Sounds a lot of work, especially if you've multiple samples needed to change pitch without altering the speed, plus, I'm sorry to say, your method wouldn't work anyhow, you have distinct gaps of varying times, in between your individual little slices... easy to use time stretch!
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The idea would be to slice up an audio sample into equal length parts (rather than varying length parts) and trigger them in sequence. Like I say, it's how time-stretching was done prior to actual time-stretching arriving, it does work !
But the real issue here would be GameSalad's limited audio functionality, not being able to address an audio file with an expression is itself very limiting, so trying to access a sequence of 40 or 50 audio files would quickly become a real pain.
At the end of the day you are right, stretching the audio before importing is going to be easier.
And you're probably right as well, @Socks, that @quique13 doesn't worry about pitch change altering the speed... I just assumed it would be a problem, hence the time-stretch suggestion in an external audio editor....they don't call me Mr.Assumption for nothing, you know...
:-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
This was exactly how people time-stretched audio prior to real time-stretching, split your audio up into as many sections as you were willing to do - 64 was common on short samples like drum loops and breaks, music samples and vocal lines- more if you had the patience ! , map them out across your keyboard, slow the sequencer down, manually play in the 64 steps, quantise to the relevant period, speed the sequencer up to whatever you want, bingo, time stretching on the fly ! Works great for certain things.
Even modern time-stretching uses a form of this method, albeit much more complex as it factors in frequency/period, rather than relying on equally spaced edits.
The audio slices overlapping is not much of an issue, try it, you'd be surprised at how little it impacts on the audio, of course (just like proper FFT time stretching) some things work better than others . . . . and when it comes to pitches lower the original pitch you'd simply loop the individual samples (again this is what proper time stretching does) so there would be no gaps.
Thanks for taking timeout to explain.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
(*really simplified, but you get the idea)
On the subject of time-stretching, I recently picked up a fairly rare Roland VP7000, they're not expensive (£3,000 when they came out . . . . . £200 now ! ), but very hard to find and the time-stretching is amazing ! Much better than any software I've tried.
See what you're saying, @Socks. Yep, the loops beginning and end of the slices have to be darned good for a decent time stretch....
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