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: , 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.