ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

FShift: Difference between revisions

From ModEnc
Jump to navigation Jump to search
No edit summary
 
ATHSE (talk | contribs)
No edit summary
 
Line 1: Line 1:
{{DeeZireInclusion}}<br />
Specifies the percentage delta in frequency shift applied downwards and upwards, to the sound when played. Parameters should contain 2 values, the minimum frequency delta and maximum frequency delta respectively.  
Specifies the delta from normal sound pitch which determines the frequency shift applied to the sound when played. Should contain 2 values which determine the minimum frequency delta and maximum frequency delta respectively. This is actually a very useful thing as setting the two values the same allows you to specify a specific pitch for the sound - so for example you could get female voices to sound like male voices by slowing them down a little.
 
You can more easily think of this as slowing down and speeding up the sound being played, so "FShift=-10 10" would mean the sound will play between 10% slower and 10% faster than normal.
 
The main use case for this is where a sound object only has 1 wave file resource, thus lacking in randomness, and every time it is triggered, such as the DogAttack, that a slight pitch change will be applied, making it seem like they are all a little different. A more obscure use case could be to get female civilian voices to sound like male voices, by slowing them down using negative FShift values for both min/max.
 
Note: frequency shifting can be quite aggressive, high values should be avoided in sound.ini

Latest revision as of 15:35, 5 March 2023

Specifies the percentage delta in frequency shift applied downwards and upwards, to the sound when played. Parameters should contain 2 values, the minimum frequency delta and maximum frequency delta respectively.

You can more easily think of this as slowing down and speeding up the sound being played, so "FShift=-10 10" would mean the sound will play between 10% slower and 10% faster than normal.

The main use case for this is where a sound object only has 1 wave file resource, thus lacking in randomness, and every time it is triggered, such as the DogAttack, that a slight pitch change will be applied, making it seem like they are all a little different. A more obscure use case could be to get female civilian voices to sound like male voices, by slowing them down using negative FShift values for both min/max.

Note: frequency shifting can be quite aggressive, high values should be avoided in sound.ini