I have a question about modulating volume and pitch of a sound.Lowering or raising volume every tick
"manually" is of course possible, but since that is not smooth enough (one frame step is ~17ms at least) it does not produce convincing quality fades
, even if the app is running smooth with the highest possible 60 fps.There is a way to use ramped value changes (lin. and exp.) on audio effects only
, that seems to solve just this problem. That kind of value shifting over time appears to be with a much higher rate (and resolution), sounding quite great.Is that somehow possible with volume and/or pitch as well?
Or are we stuck just at this two very fundamental audio modulation features depending on the frame rate?
The only workaround I found is the tremolo effect, which can only be used to fade out, besides its obvious purpose. (Since it's phase always starts with 100% volume, only fading out is possible: if you add tremolo fx to audio and stop it, when the volume is lowest, you have had a smooth fade out.)
> @ashley , @Kyatric please take a quick look, if you have any hints or ideas for me to work out a solution. I think that is a quite "advanced" use of audio in C2.
You can see here: viewtopic.php?f=180&t=126638
, one example I need it for.
I would like to do more complex synthesizers, but it does not make sense, if I can not solve at least the harsh volume stepping-problem.