Sorry about that Since then i’ve been managed to implement the KissFFT from the third party components in order to replace the built-in FFT. I can’t say for sure, but the results are rather similar, and work flawlessly. Once again thanks for the tip, i would have missed the option without notifying me about it’s availability!
Cool! It’s been a lot on my plate recently, hence the release of the plugin is postponed a bit. Nevertheless the development has continued to a certain direction, since i was extended the equations to provide some interesting options to adjust the behavior.
This incarnation of the pitch shifting DSP (gave this a name as AlienSpitch FX) is provides a great variety of features to change the characteristic of a human voice (not exclusively, but mainly designed for that).
It is currently using float curves to map the 0-22khz (value ranges on t is 1.0 to 10.0) frequency ranges, so it is possible to adjust the behavior of phase and pitch of the processing on certain frequency ranges individually. Along with that i also added a “frequency caching” (having difficulties to find a better name for this feature) method, which is a temporal effect that will extract frequency deltas between frames thus allows the manipulation of how much you want the individual frequencies to change over time. It’s easy to produce a monotone speaking, or simply by overdriving the pitch deltas will cause more articulated changes.
Now that i try to explain it may sound a bit complicated but it actually is not. Very easy to use, altho i have yet to find soltuions to adjust the float curves from blueprints. It is possible from c++ and by using the asset which i demonstrated in the video.