The Wwise Time Stretch plug-in can be used to change the speed or duration of an audio signal without affecting its pitch. The plug-in allows for both Time Stretching and time compression with possibly time-varying time scaling ratio during playback. The plug-in is suitable for use on monophonic as well as polyphonic sounds.
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Note |
This effect is only available within the Actor-Mixer Hierarchy. It is also possible to use it inside the Interactive Music Hierarchy, but this is not recommended as it will affect the timings in an undesirable manner in the context of interactive music. |
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Warning |
Time compression of streamed assets is not recommended and may cause source starvation due to higher throughput required. Time Stretching on the other hand is not a problem for streaming sounds. |
Choosing the window size parameter is an important step to obtain good quality results. While the default value (2,048) should work well for most content, tuning this parameter is essential for obtaining the best time scaling effect with as little artifacts as possible. While larger window size settings give better frequency resolution, they have less accurate time-domain resolution and thus result in more smearing of transients signal. The window size parameter is thus a compromise between time resolution and frequency resolution.
The ideal window size setting is dependent on audio content where signals with lots of transients (such as punches, drums, and explosions) may benefit from smaller window size settings while harmonic signals with more stable frequency content (such as voices and musical instruments) may work best with larger window size parameter values which provide more accurate frequency resolution.
When planning to make the signal much slower by applying a large Time Stretch setting, larger window size parameter values are often desirable as the frequency resolution gets very noticeable when the sound is playing back very slowly.
Wwise Time Stretch Properties
The Wwise Time Stretch plug-in contains a series of properties, many of which can be edited in real-time and can be mapped to specific Game Parameters using RTPCs.
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