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Question by Solidwolf · May 02, 2014 at 06:57 PM · audiosoundsmoothdamppitchinertia

How to use Mathf.SmoothDamp for audio ?

Hi ! First of all, I'd just like to clarify that I am quite new to Unity and not a programmer but a sound guy.

So here's the thing, I am currently working on a game where the main character is a robot that floats above the ground thanks to thrusters. When you move left or right, the pitch of his thrusters goes up according to speed (thanks to a script I borrowed from a friend). But the thing is, the pitch goes up too fast and I think SmoothDamp would be a good way to create some inertia to that pitchup/pitchdown action, right ?

Here's the script

 var target : Transform;
     var smoothTime = 0.3;
     private var yVelocity = 0.0;
     
     function Update () {
         var newPosition : float = Mathf.SmoothDamp(transform.position.y, target.position.y,
                                      yVelocity, smoothTime);
         transform.position = Vector3(transform.position.x, newPosition, transform.position.z);
     }

Would someone be kind enough to explain what variables should be changed ? I don't know much about programming but I'm guessing the target is not Transform (since this is about position) but I don't know what to replace it with.

Any help would be much appreciated. :)

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Answer by Swaggre · May 02, 2014 at 07:50 PM

Do not do it according to speed but when the thrust button is pressed, raise the pitch and when it is not pressed lower it.. it might work

or smoothing it:

 var maxPitch : float;
 var lowestPitch : float;
 var pitch : float;
 var Smooth : int;
 
 function Update () {
 if(Input.GetKey(KeyCode.UpArrow)){//for example
 pitch = Mathf.Lerp(pitch, maxPitch, Time.deltaTime * Smooth);
 }
 else if(pitch > lowestPitch){
 pitch -= 0.001;//for example
 }
 }

I hope this helps

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