![]() ![]() Games that use wholly live-played music would have to do the sample speed change, and that'll sound noticeable.Īs someone who does sample timestretching the quick and dirty way all the time with Renoise's Sxx command (play sample at position, in this case I'd have it just constantly jump ahead in the sample to match the tempo works like 9xx in XM but it takes a hex percentage instead of a sample count offset) on drum and vocal loops to let me adjust the pitch no matter what speed I set, it doesn't sound too rough for a lot of things (assuming you don't run the sample the sample slower than it'd play at a given pitch, which sounds awful as a timestretching method but sounds cool as a special effect). ![]() ![]() Still, said non-sequenced bits will totally make things a bit of a pain - you could re-record (which is extra effort, and in some cases impossible), do a sample speed change without pitch change (can sound kind of rough - it's best if you can sync the chops it makes to be related to the BPM of the sample to reduce the "cut up" effect this has, and some tools are better at this than others and can smooth over the cuts, this also works better with some sounds compared to others), or just ignore it completely (lol don't actually do this). Implementing speed shoes faster music should just be as easy as re-rendering the original song at a higher BPM (ostensibly really damn easy, but would require tweaks for any samples that actually play alongside the song, like drum loops, vocals, actual live play synced to the sequenced tracks, etc) and just scaling the current position by the speed-up percentage when you change to the speed-up version of the song. ![]()
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