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Re: Core Audio for a Game Engine
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Re: Core Audio for a Game Engine


  • Subject: Re: Core Audio for a Game Engine
  • From: Howard Moon <email@hidden>
  • Date: Wed, 20 Aug 2003 08:04:23 -0700

Pitch is harder as I don't believe
there is a built in pitch changer audio unit (and on such a unit you
would just change a parameter on it and feed it's output to the mixer).

Yeah, that's why Core Audio baffles me. Pitch changes are a fundamental
part of any game's audio system, yet there doesn't appear to be any way to
do it in Core Audio.



Pitch changes in games are changes to settings in tone/signal generators. You specify a pitch in the API call for generating the note. This is VASTLY different from changing the pitch of audio that is being fed into an effect. Pitch change is VERY difficult to achieve, at least with any quality. Generating different tones is easy (at least in some API's), although I daresay I have no idea how to use CoreAudio to generate sound (aside from calculating and outputting the sample values themselves).

That's the question that you need to ask..."how do I GENERATE different tones, and different waveforms (sine, square, etc.)".

-Howard
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  • Follow-Ups:
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References: 
 >Re: Core Audio for a Game Engine (From: Brian Greenstone <email@hidden>)

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