I use the extension method for not 100% , but pretty close:
public static TimeSpan GetEstimatedDuration(this SoundEffect sfx, float pitch)
{
return TimeSpan.FromMilliseconds(sfx.Duration.TotalMilliseconds * (0.2514 * Math.Pow(pitch, 2) - 0.74 * pitch + 1));
}
Background
I was also not lucky to find “real” mathematicians behind this, so I wrote a small function like this:
private void DurationTest(string sfxAssetName)
{
for (float pitch = -1; pitch <= 1; pitch += 0.5f)
{
var sfx = this.Content.Load<SoundEffect>(sfxAssetName);
using (var instance = sfx.CreateInstance())
{
instance.Pitch = pitch;
instance.Play();
var sw = System.Diagnostics.Stopwatch.StartNew();
while (instance.State == SoundState.Playing)
{ }
sw.Stop();
var duration = sw.Elapsed;
System.Diagnostics.Debug.WriteLine("sfx={0} | pitch={1:0.00} | duration={2:0.00}secs", sfxAssetName, pitch, duration.TotalSeconds);
}
}
}
sfx=bombfuse | pitch=-1.00 | duration=3.89secs
sfx=bombfuse | pitch=-0.50 | duration=2.75secs
sfx=bombfuse | pitch= 0.00 | duration=1.95secs
sfx=bombfuse | pitch= 0.50 | duration=1.38secs
sfx=bombfuse | pitch= 1.00 | duration=0.98secs
excel, , GetEstimatedDuration.
DurationTest ( ) - :
// output bombfuse (short)
sfx=bombfuse | pitch=-1.00 | estimated=3.88secs | actual=3.89secs
sfx=bombfuse | pitch=-0.50 | estimated=2.79secs | actual=2.76secs
sfx=bombfuse | pitch= 0.00 | estimated=1.95secs | actual=1.95secs
sfx=bombfuse | pitch= 0.50 | estimated=1.35secs | actual=1.38secs
sfx=bombfuse | pitch= 1.00 | estimated=1.00secs | actual=0.98secs
// output dreiklang (long)
sfx=dreiklang | pitch=-1.00 | estimated=24.67secs | actual=24.77secs
sfx=dreiklang | pitch=-0.50 | estimated=17.75secs | actual=17.52secs
sfx=dreiklang | pitch= 0.00 | estimated=12.39secs | actual=12.39secs
sfx=dreiklang | pitch= 0.50 | estimated= 8.58secs | actual= 8.76secs
sfx=dreiklang | pitch= 1.00 | estimated= 6.33secs | actual= 6.20secs
, , .