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Question by Chrystouf · Jan 28, 2012 at 07:42 PM · javapitchsimulator

How to set pitch for a car engine's sound ?

Hi all,

I'm working on a buses simulator game... My game work perfectly but i've a problem with the sound of the bus... I don't know how to vary the pitch of the engine's sound when I incrase or decrase the speed of the bus !

Thank at advance for your replies Chris

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Answer by Berenger · Jan 28, 2012 at 08:18 PM

You can access the pitch easily enough (here). As for when, if your car's controls are already done, it won't be hard to find out !

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Answer by Chrystouf · Jan 29, 2012 at 05:11 PM

Ok ! Now, I've an other problem with the sound....

So, in my game, I want to play a sound when I press "up" key; to stop it and replace it when I release the "up" key

There's my code : var iddle: AudioClip;

var acceleration: AudioClip;

var ralenti: AudioClip;

function Update() {

if (Input.GetKeyDown ("up"))

 audio.PlayOneShot(acceleration);



if (Input.GetKeyUp ("up"))

 audio.Stop (acceleration);

}

But when I start the game, unity say "Assets/VelocitySound.js(15,20): BCE0017: The best overload for the method 'UnityEngine.AudioSource.Stop()' is not compatible with the argument list '(UnityEngine.AudioClip)'."

?? Thank at advance for you're help !

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avatar image unluckyBastard · Jan 29, 2012 at 05:15 PM 0
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umm you could try taking acceleration out of audio.Stop()

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Answer by Chrystouf · Jan 30, 2012 at 12:47 PM

Ok ! So I've fix my problem... the good code is:

 var iddle: AudioClip;
 
 var acceleration: AudioClip;
 
 var ralenti: AudioClip;
 
 var rec: AudioClip;
 
 var radio: AudioClip;
 
 
 
 
 
 function Update() {
 
 
 
 if (Input.GetKeyDown ("up"))
 
     audio.PlayOneShot(acceleration);
 
 
 
 
 
 if (Input.GetKeyUp ("up"))
 
     audio.Pause();
 
     
 
 if (Input.GetKeyDown ("down"))
 
     audio.PlayOneShot(rec);
 
     
 
 if (Input.GetKeyUp ("down"))
 
     audio.Pause();
 
     
 
 if (Input.GetKeyDown ("o"))
 
     audio.PlayOneShot(radio);
 
 }

Thank Berenger for u're help !

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