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Question by JonatanArriaga · Feb 18, 2019 at 07:42 PM · pitch

Audio Pitch change in real time ,Sound Picht Change in Real Time

Hello everyone! So I have been trying to manipulate the pitch of a sound depending on the position of a game object, in this case, the height of a ball while it bounces. Basically I want the normal pitch while the ball is falling and the pitch to increase when ball is going up. I have tried placing the processing of the audio on the update method but it does not work and it seems to glitch.

Does anyone have a way to manipulate the pitch in real time, probably using the Update method? I am new to this and any help would be appreciated.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class BallPosition : MonoBehaviour

{ public Transform ball; public float startingPitch = 2.0f;

 AudioSource wooshSource;

 void Start()
 {
     AudioSource[] allMyAudioSources = GetComponents <AudioSource>();

     ballSource = allMyAudioSources[0];
     wooshSource = allMyAudioSources[1];

     wooshSource.pitch = startingPitch;

 }
 void Update()
 {
 
     if (ball.position.y > 3.0f) //as higher point of the ball is 3.5 I want the clip to play with original pitch
     {
         wooshSource.pitch = startingPitch;
         wooshSource.Play();
     }

     if (ball.position.y < 0.2f) // as y position below 0.2 means it is hitting the ground and going up so I am trying to stop the sound and reinitialize it with new values coming from the ball position information. 
     {
         wooshSource.Stop();
         wooshSource.pitch += ball.position.y * startingPitch;
         wooshSource.Play();
     }
 }


 



,Hello everyone! So I have been trying to manipulate the pitch of a sound depending on the position of a game object, in this case, the height of a ball while it bounces. Basically I want the normal pitch while the ball is falling and the pitch to increase when ball is going up. I have tried placing the processing of the audio on the update method but it does not work and it seems to glitch.

Does anyone have a way to manipulate the pitch in real time, probably using the Update method? I am new to this and any help would be appreciated.

public class BallPosition : MonoBehaviour

{ public Transform ball; public float startingPitch = 2.0f;

 AudioSource wooshSource;

 void Start()
 {
     AudioSource[] allMyAudioSources = GetComponents <AudioSource>();

     ballSource = allMyAudioSources[0];
     wooshSource = allMyAudioSources[1];

     wooshSource.pitch = startingPitch;

 }
 void Update()
 {
 
     if (ball.position.y > 3.0f) //as higher point of the ball is 3.5 I want the clip to play with original pitch
     {
         wooshSource.pitch = startingPitch;
         wooshSource.Play();
     }

     if (ball.position.y < 0.2f) // as y position below 0.2 means it is hitting the ground and going up so I am trying to stop the sound and reinitialize it with new values coming from the ball position information. 
     {
         wooshSource.Stop();
         wooshSource.pitch += ball.position.y * startingPitch;
         wooshSource.Play();
     }
 }


 


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