Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Elliott Lee Newsgroups: scee.yaroze.programming.sound Subject: Re: Real-time sound effects Date: Sun, 18 Oct 1998 15:39:28 -0700 Organization: SCEA News Server Lines: 29 Message-ID: <362A6E20.44C5581D@shell.jps.net> References: <3629A81D.5659472C@revolution.co.uk> NNTP-Posting-Host: svalliap-isdn4.cisco.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; U) Reverb: yes. Hardware. Echo: yes. Simulated by using more than one channel. Pbend: yes. Use SsUtChangePitch(). Poffs: yes. It's the fine tuning parameter. Sampr: yes. I preprocess my instruments. Remember that the sampling rate does change with pitch. e.g. a 22Khz sample at C4 plays at 22Khz, but at C5 plays at 44Khz. Backw: no. You'd have to preprocess the sample. You can't do it with our Yaroze libraries. - e! Jake Turner wrote: > > I was wondering what real-time sound effects anybody had managed to get > out of the Yaroze e.g. reverb, echo, pitch bend, pitch offseting, change > sampling rate, playing backwards ..... > -- > > Jake Turner : Token Rocket Scientist > ========================================= > Practive VI it may save your life one day -- Mata ne, ... ... - e! ::' tenchi@shell.jps.net ':: (Protocol) :: ACiD -/- ACS -/- pHluid -/- Yaroze :: (Tenchikun) ::. http://www.jps.net/tenchi .:: ''' '''