WebGL Pitch

Hi, so I got noticed that Pitch values of 0.3 for example work in WebGL, but the music only gets slowed down not pitched down. It creates very buggy music.

The documentation says that negative values are not supported which is not the case here because my pitch ranges from 0 to 1.

Using the latest Unity version and tested it with multiple browsers. Also only occurs in the Browser, not in a Windows Build or Editor.

Why is this?

Most of Unity’s audio is handle by a heavily customized version of FMOD. I say “most” because the web platform is the exception, and in this scenario we have to rely on WebAudio API. In this context, the closest thing there is to pitch shifting is changing the playback rate.
This is likely to create what you described when using strong values for pitch.

I see, I hope that in the future more will be possible with WebGL!

Likewise…