Jump to content

Pitch Bending, is it Possible?


Recommended Posts

Is there some way I can change the pitch of sounds being played, and sounds that will start playing, until I specify for it to stop? I want to do this globally on a server, but I don't think it's possible, though I very well could be missing some important component, or something with SoundEmitter that I missed.

Link to comment
Share on other sites

I don't think its possible to do this globally and definitely not with vanilla sounds, as not even insanity seems to affect sounds.
However
Technically you can mess with pitch for individual mod sounds using:

SoundEmitter:PlaySoundWithParams(soundpath_string, param_table)

However this would only work if the sound in question has a param setup for it. This is all fine for custom mod sounds, but I don't think any of the vanilla stuff is prepped for this except for a handful of woby sounds that use params but not for pitch.

I have dabbled a bit in fmod with this feature and even tested it in game and this method does work.

Edited by IronHunter
  • Like 1
Link to comment
Share on other sites

16 hours ago, IronHunter said:

I don't think its possible to do this globally and definitely not with vanilla sounds, as not even insanity seems to affect sounds.
However
Technically you can mess with pitch for individual mod sounds using:


SoundEmitter:PlaySoundWithParams(soundpath_string, param_table)

However this would only work if the sound in question has a param setup for it. This is all fine for custom mod sounds, but I don't think any of the vanilla stuff is prepped for this except for a handful of woby sounds that use params but not for pitch.

I have dabbled a bit in fmod with this feature and even tested it in game and this method does work.

Well this is actually really interesting, even if I can't do what I wanted to do, this is a really good tool I could use in the future. I'm assuming the params would be the same as they show up in FMOD correct?

Link to comment
Share on other sites

5 hours ago, TheSkylarr said:

Well this is actually really interesting, even if I can't do what I wanted to do, this is a really good tool I could use in the future. I'm assuming the params would be the same as they show up in FMOD correct?

You need to make a multitracked event and the name of the parameter in fmod is the same name you'll use in dst
I can explain more as needed, as there is documentation in fmod about it.

  • Like 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...