title: Setting pitch value when transitioning from FMOD Designer to FMOD Studio
body: <p>I'm refactoring legacy code to use FMOD Studio <code>EventInstance</code> objects instead of FMOD Designer (FMOD Ex) <code>Event</code> object. The most common case is to have pitch set to 0.0 (i.e. normal pitch) which can be then set to be 1.0 in the new implementation.</p>
  
  <p>In FMOD Designer API the call to <a href="https://documentation.help/FMOD-Ex/FMOD_Event_SetPitch.html" rel="nofollow noreferrer">Event::setPitch()</a> sets the overall pitch of an event . The default value of pitch is 0.0 ( = normal pitch). The pitch value can be negative as well.</p>
  
  <p>FMOD Studio API call <a href="https://documentation.help/FMOD-Studio-API/FMOD_Studio_EventInstance_SetPitch.html" rel="nofollow noreferrer">EventInstance::setPitch()</a> sets the pitch multiplier for the event instance. The default value is 1.0 ( = normal pitch) and setting the value 0 means no sound at all.</p>
  
  <ul>
  <li>How should I interpret old pitch values outside of the normal pitch in the new code? </li>
  <li>What should I put as the value for <code>EventInstance</code> in the refactored code if the pitch for <code>Event</code> in the old implementation is for example -8.0? </li>
  <li>Can I even achieve same functionality in FMOD Studio?</li>
  </ul>
  
  <p>EDIT: I forgot to mention in the original question that in the legacy code the pitch for Events is described in FMOD_EVENT_PITCHUNITS_SEMITONES.</p>