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AudioSource.pitch

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public var pitch: float;
public float pitch;

Description

The pitch of the audio source.

#pragma strict
//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 0 as time passes.
//Make sure there is an Audio Source component on the GameObject
@RequireComponent(AudioSource)
public class Try extends MonoBehaviour {
	public var startingPitch: int = 4;
	public var timeToDecrease: int = 5;
	var audioSource: AudioSource;
	function Start() {
		//Fetch the AudioSource from the GameObject
		audioSource = GetComponent.<AudioSource>();
		//Initialize the pitch
		audioSource.pitch = startingPitch;
	}
	function Update() {
		//While the pitch is over 0, decrease it as time passes.
		if (audioSource.pitch > 0)
			audioSource.pitch -= Time.deltaTime * startingPitch / timeToDecrease;
	}
}
//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 0 as time passes.

using UnityEngine;

//Make sure there is an Audio Source component on the GameObject [RequireComponent(typeof(AudioSource))]

public class Try : MonoBehaviour { public int startingPitch = 4; public int timeToDecrease = 5; AudioSource audioSource;

void Start() { //Fetch the AudioSource from the GameObject audioSource = GetComponent<AudioSource>(); //Initialize the pitch audioSource.pitch = startingPitch; }

void Update() { //While the pitch is over 0, decrease it as time passes. if (audioSource.pitch > 0) audioSource.pitch -= Time.deltaTime * startingPitch / timeToDecrease; } }

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