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Unity - Scripting API: AudioSource.pitch

    https://docs.unity3d.com/ScriptReference/AudioSource-pitch.html
    Similarly decreasing the pitch less than one makes the clip sound lower. //Attach this script to a GameObject . //Attach an AudioSource to your GameObject (Click Add Component and go to Audio > Audio Source ). Choose an audio clip in the AudioClip field. //This script sets the pitch of the audio at the start, and then gradually turns it down to ...

Unity - Scripting API: AudioSource.pitch

    https://docs.unity3d.com/560/Documentation/ScriptReference/AudioSource-pitch.html
    Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.

Unity - Scripting API: AudioSource.pitch

    https://docs.unity3d.com/2019.1/Documentation/ScriptReference/AudioSource-pitch.html
    Similarly decreasing the pitch less than one makes the clip sound lower. //Attach this script to a GameObject . //Attach an AudioSource to your GameObject (Click Add Component and go to Audio > Audio Source ). Choose an audio clip in the AudioClip field. //This script sets the pitch of the audio at the start, and then gradually turns it down to ...

Unity - Scripting API: AudioSource

    https://docs.unity3d.com/ScriptReference/AudioSource.html
    The target group to which the AudioSource should route its signal. panStereo: Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo. pitch: The pitch of the audio source. playOnAwake: If set to true, the audio source will automatically start playing on awake. priority: Sets the priority of the ...

AudioSource pitch question (C#) - Unity Forum

    https://forum.unity.com/threads/audiosource-pitch-question-c.164374/
    Nov 15, 2012. Posts: 580. You can use audio.pitch on the game object that has an audiosource attached to it. For example you can use. audio.pitch = Random.Range (0.1,1.0); If you use this in the update function, the number of the pitch changes every frame because of the Random.Range function. Ofcourse this will sound strange but you want a ...

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