Have you found a fix for this issue? I have the same exact issue when moving around in the editor and in game. It changes pitch and frequency with changes in FPS. I don’t believe it to be a hardware issue as this happens only in unity and in a compiled game played on other computers at other locations.
Well, it’s been almost a year since you wrote those lines above mine, and I’d like to add that I have the same issue, too. Have you found any solution? If I find anything I will let you know.
I am experiencing this problem too, and nowhere outside of Unity do I experience this noise (both in the game and editor). However, through some troubleshooting I’ve found the source of the problem. My USB audio interface, which is an Alesis io2. If I select the sound output to be my integrated audio and use headphones, the problem is non existent. If I choose to use the nvidia audio source in my monitor, again no issue. Once I select the io2, I get the exact same problem the OP had. It’s a little counter intuitive, because the noise only emits when input is made in Unity, by clicking or dragging etc. If no input is made, there is no noise. Disconnecting and reconnecting the audio interface seemed to improve things by reducing the noise. (not entirely eliminate it) The io2 has been discontinued so I doubt I’ll find any sort of driver fix for it. You might be in a different boat though. Cheers!
For anyone still looking for solution… I also had the same issue on my laptop. For me the reason was “coil whine”. When editor is not touched it updates viewports at 30 fps. But during viewport navigation it refreshes as fast is it can, for me it was 300 fps. 300 fps puts significant load on my GPU and I hear buzzing sound. But if scene is heavy enough and unity is not able to produce high fps then everything works quieter. Solution was to limit max FPS in nvidia driver for unity.exe. I set it to 90 fps.
Just want to point out that GPU coil whine isn’t a Unity problem, it is a hardware issue. You often see the issue in Unity because relatively simple scenes typically allow for maximum frame rates your hardware is capable of, while complete games will have a lot more in them to lower frame rates.