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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: David Duncan <email@hidden>
  • Date: Wed, 20 Aug 2003 11:24:52 -0400

On Wednesday, August 20, 2003, at 11:04 AM, Howard Moon wrote:

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.)".

There is also the case of simply wanting to slightly change the pitch of a sound to avoid overlapping reinforcement (which sounds really unnatural). Basically just think of any repeating sound. If each sample sounds the same, then it sounds really unnatural and sometimes two sounds happen to play at the exact same time and it sounds like one really loud sound instead of two independent ones. Typically in a game the quality isn't a particular concern and the most common method is just an sample skip/interpolate method
--
Reality is what, when you stop believing in it, doesn't go away.
Failure is not an option. It is a privilege reserved for those who try.

David Duncan
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References: 
 >Re: Core Audio for a Game Engine (From: Howard Moon <email@hidden>)

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