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Question by coreykadd · Oct 31, 2015 at 07:49 AM · unity 5audiovolumeincreasedecrease

Increase volume when key is down and decrease volume when key is up

So i'm trying to make a very simple car engine where I press the 'W' key and the engine sound gradually increases and when I leave go of the 'W' key the volume gradually decreases. I can't seem to get it to work.

 using UnityEngine;
 using System.Collections;
 
 public class CarEngine : MonoBehaviour {
 
     float IncVolume = 0.6f;
     float DecVolume = 0.6f;
     float VolumeRate = 0.1f;
 
     void Update () {
 
         if (Input.GetKeyDown(KeyCode.W))
         {
             IncVolume = IncVolume + (VolumeRate * Time.deltaTime);
             GetComponent<AudioSource>().enabled = !GetComponent<AudioSource>().enabled;
             GetComponent<AudioSource>().volume = IncVolume;
         }
 
         if (Input.GetKeyUp(KeyCode.W))
         {
             DecVolume = DecVolume - (VolumeRate * Time.deltaTime);
             GetComponent<AudioSource>().volume = DecVolume;
             GetComponent<AudioSource>().enabled = !GetComponent<AudioSource>().enabled;
         }
     }
 }
 

I have the IncVolume and DecVolume at 0.6 because that is the volume thats in the Inspecter and I want to increase and decrease the volume by 0.1 every second or so.

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Answer by zharik86 · Oct 31, 2015 at 08:03 AM

Functions GetKeyDown and GetKeyUp works, when user starts pressing down or up the key, one time. I correct your code:

 private int grad = 0; // add one more variable for graduation volume effect

 void Update () {
  if (Input.GetKeyDown(KeyCode.W)) {
   grad = 1;
  }
  if (Input.GetKeyUp(KeyCode.W)) {
   grad = -1;
  }
  if (grad != 0) {
   this.audio.enabled = true;
   this.audio. volume += grad * VolumeRate * Time.deltaTime;
   if (this.audio.volume < 0.1 || this.audio.volume > 0.6) {
    if (this.audio.volume < 0.1) {
     this.audio.volume = 0.1f;
    } else {
     this.audio.volume = 0.6f;
    }
    grad = 0;
   }
  }
 }
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avatar image coreykadd · Nov 01, 2015 at 09:04 PM 0
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Thanks. it said that 'this.audio.enabled = true' was obselete so I had to use 'this.GetComponent().enabled = true' ins$$anonymous$$d.

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