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Audio.Pitch not smaller than 0.1f on the iPhone?
Hi, i need to set a small audio.pitch value like 0.0001f which works on the PC version.
But on the iPhone it seems like the min. value is 0.1f.
Is there a limitation?
What do you need a pitch of 0.0001f for? I'd guess that in most cases that would be below audible frequencies ;-)
In all cases. :-P
Even if you used a sample rate of 192 kHz (and I don't even know if Unity supports that), the highest frequency available (96 kHz) times .0001 is 9.6 Hz - over an octave below the limit of what humans perceive as sound.
Nobody's speakers put out that low of frequencies. Still, I could see a value between .001 - .01 being useful.
Answer by jashan · Nov 23, 2009 at 12:08 PM
One possible solution to get below that limitation would be creating the sound in different "pitches" and then deciding which sound to play if it goes below any given limitation (I know that there were some limitations on frequency due to very nasty crash bugs in Unity - seems quite plausible that they have similar limitations on the iPhone). You might even get better audio-quality if you optimize the sounds for different pitches (but transitions might be a little more tricky to implement).
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