private void MakeMusic() { float posX = Mathf.Sin(Mathf.Sin(v) * xFactor * Mathf.PI); float posY = Mathf.Cos(Mathf.Cos(v) * yFactor * Mathf.PI); float posZ = Mathf.Sin(Mathf.Cos(v) * zFactor * Mathf.PI); Vector3 pos = new Vector3(posX, posY, posZ); //this.transform.position = pos; // steuert die Position im Raum rb.AddForce(pos * forcePower); // steuert die Force des Rigidbodys Debug.DrawLine(pos, Vector3.zero); float speedRemapped = rb.velocity.magnitude.Remap(0, 2f, -1, 1f); // Remap(rb.velocity.magnitude, //float formant = rb.velocity.magnitude.Remap(0, 2, 0, 1f); float formant = posX.Remap(-1, 1, 0, 1f); float filter = posX.Remap(-1, 1, 0, 1f); helmController.SetPitchWheel(speedRemapped); helmController.SetParameterValue(AudioHelm.CommonParam.kFormantX, formant); helmController.SetParameterValue(AudioHelm.CommonParam.kFormantY, formant); helmController.SetParameterPercent(AudioHelm.CommonParam.kFilterCutoff, filter); }