Hopefully this, and the ability to pitch-bend already playing sounds will be possible if/when we get full access to OpenAL. Right now, there’s no way (that I’ve found) to do things like realistic engine sounds for racing games. I had the same problem with Flash years ago. [import]uid: 32900 topic_id: 7297 reply_id: 28303[/import]
+1. just to clarify: not asking for any kind of timestretching, just if you play the sound at a higher pitch it plays through faster. I believe this is actually generally achieved by keeping the sample playback rate of the system the same (eg 44100) but just skipping samples in the specific sound being pitched (or doubling with interpolation for playing slower) , but all this is probably built into OpenAL anyway [import]uid: 10744 topic_id: 7297 reply_id: 29266[/import]
Hey, im having trouble getting “alSourcef(source, AL_PITCH, 0.5f);” to work, do you think you might be able to post some sample code? [import]uid: 46742 topic_id: 7297 reply_id: 37230[/import]
+1 for simple pitch control at least. The more APIs to OpenAL directly the better.
Chris > alSourcef( source, AL_PITCH, 0.5f) is an example of C call to OpenAL, not a LUA code. So will not work on Corona. [import]uid: 48785 topic_id: 7297 reply_id: 37836[/import]