public void Pluck() { float pitch = SpiralManager.YPitchOffset * 440f * pitchMultiplier * Mathf.Pow(2f, SpiralManager.PitchDegree * transform.position.y); float volume = Mathf.Pow(0.4f + 0.1f * Width * Mathf.Lerp(1f, Tapering, Length / TargetLength), 4); Synth y_synth = SynthManager.Instance.RequestSynth(SpiralManager.Instance.SynthPrefab); y_synth.Source.panStereo = transform.position.x / 10f; y_synth.PlayPitch(pitch, volume); SynthManager.Instance.ReleaseSynth(y_synth, false); }