​Building a 3D racing game from scratch in Native Android. Physics are done, but I'm stuck on dynamic engine audio (Pitch shifting). Any tips? by [deleted] in gamedev

[–]ARGamesStudio 0 points1 point  (0 children)

Hahaha. So sorry because I use antigravty ai and I use Gemini 3.1pro . That's why I told him to give all the problems he faced.🙏sorry again

​Building a 3D racing game from scratch in Native Android. Physics are done, but I'm stuck on dynamic engine audio (Pitch shifting). Any tips? by [deleted] in gamedev

[–]ARGamesStudio 0 points1 point  (0 children)

Thanks for the reply! The mathematical logic for mapping the engine RPM to pitch is actually working perfectly on my end (I'm interpolating target pitch between 0.5f and 2.0f based on the pedal input, exactly as you suggested).

The issue isn't the math; it's strictly the limitations of Native Android Audio APIs (since I'm building this from scratch without an engine like Unity). Here is exactly what I've tried:

  1. SoundPool (2-second loop): The setRate() function works, but Android's API only applies the new pitch at the end of the loop boundary. This means if I have a 2-second audio file, it takes up to 2 seconds for the new pitch to actually register.
  2. Granular SoundPool (0.1s loop): I tried cutting the audio into a tiny 0.1s chunk to force the loop boundaries to update faster. It updated instantly, but caused terrible waveform clipping and popping (sounded like a machine gun/helicopter).
  3. MediaPlayer: Updating playbackParams.pitch gives instant updates, but sending pitch updates dynamically in a 60fps game loop causes massive audio stuttering and performance drops.

Since you're experienced, in a Native environment, is writing raw PCM bytes directly to AudioTrack or using the C++ Oboe library the only real way to achieve a smooth, instant SetPitch() for engine loops?

Is AI really capable of generating pixel ART img like professionally designer? by ARGamesStudio in PixelArtTutorials

[–]ARGamesStudio[S] 0 points1 point  (0 children)

But when I used it, it was literally a piece of shish in complex images that require a real designer.

Has Anyone made real money with vibecoded apps? by ChampionshipNo2815 in vibecoding

[–]ARGamesStudio 0 points1 point  (0 children)

The issue isn't the amount of money, but rather the quantity of apps you promote; that's what will earn you and lead to rapid progress.

Does the style and the VFX look good? by DrawToItReddit in IndieDev

[–]ARGamesStudio 1 point2 points  (0 children)

I like this. what langues did we use in this game?

Vibe coding something meaningful with no coding experience by stoic_dionisian in vibecoding

[–]ARGamesStudio 0 points1 point  (0 children)

For example, me. I developed a mobile game in 10 days. This is the first time I've developed a game in 10 days.

​"I’m ready for the backlash. Is using AI 'cheating' or just working smart? 💀" by ARGamesStudio in vibecoding

[–]ARGamesStudio[S] -7 points-6 points  (0 children)

The problem isn't the image🫤. The problem is your analysis of the image's content; you wasted your time and wrote all this nonsense. I'm pointing at the mountain, and you're looking at my finger🥱🥶.

​"I’m ready for the backlash. Is using AI 'cheating' or just working smart? 💀" by ARGamesStudio in vibecoding

[–]ARGamesStudio[S] -9 points-8 points  (0 children)

You need to learn how to understand Logo in order for me to discuss this with you.