I’m trying to implement an engine sound modulated by the velocity of my vehicle. And while manipulating the pitch multiplier value of the sound cue, I noticed something odd.
The value range appears to be between 0.4 and 2.0
That means I can never have the engine running at full speed sound more than 5 times higher than at no speed. Our sound designer did design the engine sounds to be 8 times higher at full speed than at no speed.
Is there some easy way to solve this? Or do I have to cut the sound in half and make a sophisticated contraption mixing 2 sounds together at the right time to fade from low pitch to high pitch?
Sadly you’re right, these values are clamped - the limits are actually hardcoded in the engine - and there is no easy way to circumvent this at the moment.
The method you’re talking about (mixing sounds at different rates) is indeed how it’s currently done in the VehicleGame project…
Thanks for the quick reply!
I’m working on implementing the solution the same way. Doesn’t look that hard but figuring out the crossfader settings gives me a headache.
It still appears to be clamped in 4.10.1. Will this change any time soon or will we have to stick with the workaround? (also I’m curious, what is the technical reason behind clamping it?)