void FixedUpdate()
    {
        float rotationSpeed = rigidbody.angularVelocity.magnitude;

        rotationAudioSource.volume = AudioAdjustmentSettings.ClampAndInterpolate(rotationAudioSource.volume, rotationSpeed, k_Volume);
        rotationAudioSource.pitch  = AudioAdjustmentSettings.ClampAndInterpolate(rotationAudioSource.pitch, rotationSpeed, k_Pitch);
    }
Esempio n. 2
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    void FixedUpdate()
    {
        m_IsGrounded = Physics.Raycast(m_Rigidbody.position, Vector3.down, distanceToGround);
        m_Speed      = m_Rigidbody.velocity.magnitude;

        if (m_IsGrounded)
        {
            rollingAudioSource.volume = AudioAdjustmentSettings.ClampAndInterpolate(rollingAudioSource.volume, m_Speed, k_GroundedRollingVolume);
            rollingAudioSource.pitch  = AudioAdjustmentSettings.ClampAndInterpolate(rollingAudioSource.pitch, m_Speed, k_GroundedRollingPitch);
        }
        else
        {
            rollingAudioSource.volume = Mathf.Lerp(rollingAudioSource.volume, k_AirborneRollingTargetVolume, k_AirborneRollingVolumeChangeRate * Time.deltaTime);
            rollingAudioSource.pitch  = Mathf.Lerp(rollingAudioSource.pitch, k_AirborneRollingTargetPitch, k_AirborneRollingPitchChangeRate * Time.deltaTime);
        }

        movementAudioSource.volume = AudioAdjustmentSettings.ClampAndInterpolate(movementAudioSource.volume, m_Speed, k_MovementVolume);
        movementAudioSource.pitch  = AudioAdjustmentSettings.ClampAndInterpolate(movementAudioSource.pitch, m_Speed, k_MovementPitch);
    }
    public static float ClampAndInterpolate(float value, float speed, AudioAdjustmentSettings settings)
    {
        float speedBasedRollingVolume = Mathf.Clamp(speed * settings.speedTo, settings.min, settings.max);

        return(Mathf.Lerp(value, speedBasedRollingVolume, settings.changeRate * Time.deltaTime));
    }