Speed up the music

Hello

can someone explain me how i would create a soundcue or whatever is needed, to let the current music play faster in a specific state?
Like, if my character runs, the music should play faster and if it dont, its play at normal rate.

I thought the global time dilation would help me there, but it doesnt, and yes im using this on purpos :stuck_out_tongue:

In music production software, you will find algorithms like “Elastique” or “VariAudio” or “Time Machine Mode” that can do a reasonable job of playing music faster or slower without changing the pitch.
Unfortunately, those algorithms are fairly expensive, and also typically “secret sauce” trade secrets of companies like Velodyne or Native Instruments or such. Thus, those algorithms aren’t available for use in a game engine.

What you CAN do, is use the pitch bend/control. When you pitch music upwards, it will play faster, and also at a higher pitch. If you pitch up enough, it will sound like the Chipmunks.

Another alternative is to build your music such that you get a new cue point at the beginning of each bar, and record the music in a number of different tempos, and slice each recording into bars, and switch which recording you take the next bar from. This requires very precise authoring of the music, and of the sound cue playback selection. If you’re using pre-purchased music, you’re kind-of out of luck on that one. Also, for the very-precise sound cue selection, I’m not sure the default Unreal Engine sound cues can do this for you; you might need to write a bit of custom C++ to get there.

Uhm, i dont know if you didnt understand me or i dont, because your talking about a music production software :stuck_out_tongue: since my englisch isnt the best.
What i wanted to archieve is something like “running = true” > set pitch / add pitch to “play 2d sound” or in other words the music that is currently playing, or what ever, but without starting the music from beginning :S
How to get the pitch higher isnt the problem, just how to get it modified inside a blueprint via variable or what ever.

Well Actually to do the last thing - a naive approach is much better than tackling with C++ and Precision:
I found my self having 2 Audio Components (and using them as a double buffer) - each time a Time Dilation changes I am fading out current AudioComponent set correponding Sound to another sound component and fading it in - and the Precision is good enough!

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