Use my code is it thats what we are doing now skidd!
None of that code is even from you
Iâll try to figure out something with this then, Iâll update you if I get somewhere. Thanks for your reply. if I do find something out it will be marked as solution
It is all mine actually as we are all interconnected (Buddhism)
when were you born
(aaaaaaaaaaaaaa)
13 years before you, I went to get milk
Honestly quite a trustable statement from a guy who chooses to argue on the roblox devforum of all places.
I helped you and you spit in my face
You are no onion because if I cut you I am no gonna cry
You did not help me in any way, you keep choosing to argue, and your original statement was not helpful at all, you just wrote an essay on basic sound.
I did a but of Research, According to a Couple of Sources,
Its âcurrentlyâ Impossible to match sound with Pitch (Unlikely, so take it with a grain of salt) , The only way you could is to do:
NewPitch = 0.9 -- Polar Opposite of Octave ( -0.1 )
Normal = 1
NewOctave = 1.1 -- Polar Opposite of Pitch ( +0.1 )
You need to match the exact opposite of the Pitch and Octave,
So if you add .2
to your Octave, you will have to Subtract .2
for the Pitch, and Vice Versa depending on what you changed.
I think you might need to multiply the addition on the octave by 2 because 1.5 and 0.5 wouldnât keep the same pitch, only 2 and 0.5 would (I am not 100% sure but it seems like it sounds more normal when I multiply the addition by 2)
Yes
1 / 2 = 0.5
and 1 x 2 = 2
This is pretty much what you are doing:
---[[ Variables I Used for tests
Sound = script.Parent.Parent
PSSE = script.Parent
--]]
Normal = 1
EqualizerNum = 2
---[[ Can be Swapped
PitchShift = (Normal / EqualizerNum) -- 0.5
OctaveShift = (Normal * EqualizerNum) -- 2
--]]
Sound.PlaybackSpeed = PitchShift
PSSE.Octave = OctaveShift
script.Parent.Parent:Play() -- works as intended besides the side effects
Ok, I just wasnât sure if you were saying I should use 1.5 instead of 2
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