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Time Stretch messing up Loop

+1 vote
Hi! I need a help here.

For my (Unity) project, I need the music to Time Stretch using a game parameter. But the problem is that Time Stretch changes the lenght of the audio (obviously) but Wwise doesnt compensate for that, thus breaking my loops.

Is there a way/workaround?

When you use the regular Pitch parameter, Wwise compensates and loops perfectly, but I can't use that because I need the Pitch intact.

I thought of maybe combining the two, like using a muted copy of the loop and making wwise loop both at the same time considering the Pitch-altered audio's end point while we listen the other audio.

I'm new at this, but I think in theory it would work, but I don't know how to apply this. Put both in the same container? Same Group?
asked Feb 3, 2017 in General Discussion by Thiago N. (110 points)

2 Answers

0 votes
That's an interesting problem, since in a music segment the loop is determined by the entry/exit cues, and as you stated the tempo doesn't compensate for the fact that you are using the Time Stretch effect.  You may be able to achieve this in the Actor-Mixer Hierarchy and get it to loop correctly, however you will lose tempo information.
answered Mar 2, 2017 by Monty M. (2,600 points)
0 votes
ATTN: Audiokinetic.

It would be awesome if the Playback Speed of a music segment, could have the option to use time stretching to keep the pitch intact.
answered Mar 2, 2017 by Monty M. (2,600 points)
Playback Speed of Music Segment
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