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Question by
el-mas-pro-470 · Nov 10, 2018 at 04:33 PM ·
script.soundaudiosourcecarcar game
Realistic car sound?
Hello! This is the script of a car used a lot, but the sound of the car is very simple, is there any way to make it more realistic? PS: I can not change the script because I already made more than 30 cars with it, thanks! The script:
// ----------- CAR TUTORIAL-----------------
// These variables allow the script to power the wheels of the car.
var FrontLeftWheel : WheelCollider;
var FrontRightWheel : WheelCollider;
// These variables are for the gears, the array is the list of ratios. The script
// uses the defined gear ratios to determine how much torque to apply to the wheels.
var GearRatio : float[];
var CurrentGear : int = 0;
var switchGear : AudioSource;
// These variables are just for applying torque to the wheels and shifting gears.
// using the defined Max and Min Engine RPM, the script can determine what gear the
// car needs to be in.
var EngineTorque : float = 230.0;
var MaxEngineRPM : float = 3000.0;
var MinEngineRPM : float = 1000.0;
private var EngineRPM : float = 0.0;
function Start () {
// I usually alter the center of mass to make the car more stable. I'ts less likely to flip this way.
rigidbody.centerOfMass += Vector3(0, -.75, .25);
}
function Update () {
// Compute the engine RPM based on the average RPM of the two wheels, then call the shift gear function
EngineRPM = (FrontLeftWheel.rpm + FrontRightWheel.rpm)/1.8 * GearRatio[CurrentGear];
ShiftGears();
// set the audio pitch to the percentage of RPM to the maximum RPM plus one, this makes the sound play
// up to twice it's pitch, where it will suddenly drop when it switches gears.
audio.pitch = Mathf.Abs(EngineRPM / MaxEngineRPM) + 0.2 ;
// this line is just to ensure that the pitch does not reach a value higher than is desired.
if ( audio.pitch > 1.95 ) {
audio.pitch = 1.0;
}
// finally, apply the values to the wheels. The torque applied is divided by the current gear, and
// multiplied by the user input variable.
FrontLeftWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical");
FrontRightWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical");
// the steer angle is an arbitrary value multiplied by the user input.
FrontLeftWheel.steerAngle = 15 * Input.GetAxis("Horizontal");
FrontRightWheel.steerAngle = 15 * Input.GetAxis("Horizontal");
}
function ShiftGears() {
// this funciton shifts the gears of the vehcile, it loops through all the gears, checking which will make
// the engine RPM fall within the desired range. The gear is then set to this "appropriate" value.
if ( EngineRPM >= MaxEngineRPM ) {
var AppropriateGear : int = CurrentGear;
for ( var i = 0; i < GearRatio.length; i ++ ) {
if ( FrontLeftWheel.rpm * GearRatio[i] < MaxEngineRPM ) {
AppropriateGear = i;
switchGear.audio.Play();
break;
}
}
CurrentGear = AppropriateGear;
}
if ( EngineRPM <= MinEngineRPM ) {
AppropriateGear = CurrentGear;
for ( var j = GearRatio.length-1; j >= 0; j -- ) {
if ( FrontLeftWheel.rpm * GearRatio[j] > MinEngineRPM ) {
AppropriateGear = j;
switchGear.audio.Play();
break;
}
}
CurrentGear = AppropriateGear;
}
}
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