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Question by Abacab · Jul 08, 2015 at 06:31 PM · c#soundcar

Buggy Engine Sound (pitch)

Hello!

My engine sound works great for the first gear, but the pitch gets buggy once the car reaches second gear. Can anybody find what is causing the issue?

It has worked in the past, but adding the turbo functionality messed it up.

 void EngineSound ()
     {
         int gears = gearRatio.Length;
         int i;
 
         for (i = 0; i < gears; i++) {
             if (gearRatio [i] > currentSpeed) {
                 break;
             }
         }
         float gearMinValue = 0.00f;
         float gearMaxValue = 0.00f;
 
         if (i == 0) {
             gearMinValue = 0;
         } else {
             gearMinValue = gearRatio [i - 1];
         }
 
         // Turbo
         if (turboOn == false && currentSpeed < topSpeed) {
             gearMaxValue = gearRatio [i];
         } else {
             gearMaxValue = gearRatio [3];
         }
         if (started) {
             float enginePitch = ((currentSpeed - gearMinValue) / (gearMaxValue - gearMinValue)) + 1;
             GetComponent<AudioSource> ().mute = false;
 
             // Turbo
             if (turboOn == false && currentSpeed < topSpeed) {
                 GetComponent<AudioSource> ().pitch = enginePitch;
             } else {
                 GetComponent<AudioSource> ().pitch = 1.7f;
             }
         } else { 
             GetComponent<AudioSource> ().mute = true;
         }
     }

Thanks a lot in advance!

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avatar image barbe63 · Jul 08, 2015 at 08:36 PM 0
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Hard to understand what your code do but I don't see any sign of a "currentGear" value. $$anonymous$$aybe you should use that.

What I would do: - $$anonymous$$ake a $$anonymous$$ speed and max speed for each gear(what it seems you do) - Compare the speed with the $$anonymous$$ and max speed of the current gear and make a formula that would add or remove a float between 0 and something around 0.2 to the pitch

avatar image Abacab · Jul 08, 2015 at 08:39 PM 0
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I've never had a currentGear value. The sound did work at one point, but I think it stopped working when I added the turbo functionality.

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