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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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