This paper describes a technique to obtain a time dilation or contraction of an audio signal. Different Computer Graphics applications can take advantage of this technique. In real-time networked VR applications, such as teleconference or games, audio might be transmited independently from the rest of the data, These different signals arrive asynchronously and need to be somehow resynchronized on the fly. In animation, it can help to automatically fit and merge pre-recorded sound samples to special timed events. It also makes it easier to accomplish special effects like lip-sync for dubbing or changing the voice of an animated character. Our technique tries to eliminate distortions by the replication of the original signal frequencies. Malvar wavelets are used to avoid clicking between segment transitions.