Sounds: Changing Tempo and Pitch separately

In many typical sound systems, changing the Pitch of a sound will modify the speed at which it plays, but sometimes we want to change the pitch of a sound and keep the duration exactly the same. In programs such as Audacity this is perfectly possible.

Example: I have a moving wall asset that plays a sliding noise when it activates. I want to be able to set the pitch of this sound to distinguish between very big or small walls for aesthetic, (Giant walls make a deep rumbling sound to indicate how heavy it is). We could simply use the same Sliding sound for which the tempo corresponds with the sliding duration and then change the pitch to create a certain aesthetic.

Currently I don’t know how to alter Pitch and Tempo separately in Unreal Engine, the alternative would be to edit the sound files in separate software and create different pitched versions of the same sound.

Is there any way in which Pitch and Tempo can be changed separately using Blueprints, without one affecting the other?

Howdy Anti-Wisdom, thank you for posting your question.

Your question reminds me of MetaSounds. Have you seen the tutorial from the Unreal Engine YouTube channel? I am unsure about the tempo itself but with MetaSounds, you can really go overboard on the pitch here. I did manage to find a tutorial on the temp itself but I cannot attest to the tutorial’s efficacy.

Unreal Engine YouTube link:
MetaSounds in UE5: From Miniguns to Music | Unreal Engine

ThirdParty Tutorial:
techarthub

WARNING: This is an external link and as the end user, you are responsible should something happen to your device when you choose to click a link or follow steps that are not endorsed by Epic.

I hope this all gets you in a good spot.

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I’ll give that a look! If it doesn’t end up working, I’ll probably make a feedback post for tempo / pitch, it seems a fairly straightforward thing for sound design.

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