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audio fades
Hello everyone! I have a dilemma that I can not solve.
I comment as it comes.
want to create a sound engine, with different bases on engine rpm.
I will explain my idea!
Script:`enter code here`
using UnityEngine; using System.Collections;
public class RealSonidoMotor : MonoBehaviour {
public audioClip Low; public float fadeOutL = 3000; //(these are the rpm) public float EndfadeOutL = 7000;
public audioClip Med; . public float startM = 3000;//(volume starts from 0) public float fadeInM = 4000;//(Volume 0-1) public float fadeOutM = 6000;//(Volume 1-0) public float EndfadeOutM = 7000;//(volume 0)
public audioClip High; public float startH = 5000; public float fadeInH = 7000; Drivetrain drivetrain; float volumeFactor; int i,k;
AudioSource CreateAudioSource(AudioClip clip, bool loop, bool playImmediately, Vector3 position) { GameObject go = new GameObject("audio"); go.transform.parent = transform; go.transform.localPosition = position; go.transform.localRotation = Quaternion.identity; go.AddComponent(typeof(AudioSource)); go.audio.clip = clip; go.audio.playOnAwake = false; if (loop==true){ go.audio.volume = 0; go.audio.loop = true; } else go.audio.loop = false;
if (playImmediately) go.audio.Play();
return go.audio; } void Start () {
LowSource = CreateAudioSource(Low, true, true,Vector3.zero); MedSource = CreateAudioSource(Med, true, true,Vector3.zero); HighSource = CreateAudioSource(High, true, true,Vector3.zero); drivetrain=GetComponent(); }
void Update () {
if(drivetrain.throttle > 0){ if(Input.GetButton ("Throttle")){ if(this.drivetrain.rpm > 800){ {if (!LowSource.isPlaying) LowSource.Play();} LowSource.volume=1; } if(this.drivetrain.rpm > fadeOutL){ LowSource.volume = the problem is here, I want the volume down to 1-0 between floats "fadeOutL / EndfadeOutL" } } } } }
the vehicle has different gears: 1,2,3,4,5 and 6 making the next "gear" rpm slower increase as it does in reality ..
any idea?
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