How to make the Particular Sounds High and Low

Hi All

I am new bie to unity. In my project i have a sound gameobject . In that sound game object i have added 20 audio source. Each audio source will play the sounds. In that i have to make particular sounds high and particular sounds low. How can i do it.

for eg. in the sound game object i have to make 4 th audisource sound should high and 10th audio source should less.

how can i make the sounds high and low.

Do you mean the pitch of the audio? : Pitch (music) - Wikipedia
Use [MyAudioSource].pitch :
Unity - Scripting API: AudioSource.pitch

Examples using this :

Thanks alucards for your reply. Actually in my project

using UnityEngine;
using System.Collections;

public class Sounds : MonoBehaviour {

    // Use this for initialization
    public AudioClip  longsound1,longsound2,shortsound1,shortsound2;
    AudioSource AudioSObj;
    public int select;
    void Start () {
        AudioSObj =  this.gameObject.GetComponent<AudioSource> ();

    }

  
    // Update is called once per frame
    void Update () {

        if(select==1)
        {
            Debug.Log (" I am in 1");
            AudioSObj.PlayOneShot(longsound1,1f);

            select=5;
        }
        if(select==2)
        {
            AudioSObj.PlayOneShot(Shortsound1,1f);

            select=8;
        }
     
    }
}

in my project if i press 1 the long sound should play. It will play for 30 seconds. If i press 2 the short sound should play. while playing shortsound the longsound1 volume should less. the short sound should high. how can i do it.

my question. i have to play two sounds. While playing second sounds, first sound should reduce the volume. how can i do it.

Change the second argument where you have 1f to the volume you need. 1f is 100% volume , .5f is 50%, 0f is 0%, etc.

Here’s code from my project playing sounds at 90% and 70%

public AudioSource SoundSrc;
public void PlayBonusTime() { if (PlaySounds) SoundSrc.PlayOneShot(SoundBonusTime, 0.9F); }
public void PlaySugarFoot() { if (PlaySounds) SoundSrc.PlayOneShot(SoundSUGARFOOT, 0.7F); }

Thanks Loves Solving Problmes for your reply.I have found a solution outside of the forum May be the solution may in the forum . But i cant found it. I have attached the code.

using UnityEngine;
using System.Collections;

public class Sounds : MonoBehaviour {

    // Use this for initialization
    public AudioClip  longsound,shortsound;
    public int select;
    public AudioSource[] allAudioSources;
    void Start () {

        allAudioSources =
            UnityEngine.Object.FindObjectsOfType<AudioSource>();
        allAudioSources[0].PlayOneShot(FullSound);
    }
   
    // Update is called once per frame
    void Update () {
        if(select==0)
        {
             allAudioSources[0].PlayOneShot(longsound);

            select=20;
        }
        if(select==1)
        {
allAudioSources[0].Volume=0.2f;
    allAudioSources[1].PlayOneShot(shortsound);
            select=20;


}
        }

while playing shortsound the longsound1 volume should less : The problem I see is modifying the volume of a PlayOneShot object without having a reference to it. You need to know what object to change any variables on.

I have not tried it, but imagine you could use an AudioMixer. I assume all instantiated PlayOneShot objects inherit parameters of the AudioSource that spawn them. [Unity Learn AudioMixing]

Each AudioSource has a sound Clip and an AudioMixer. Then control the volume of the mixer channel in code. [Exposing Mixer parameters to Code]

Alternatively, you could write your own PlayOneShot (just like in the PlayClipAtPoint examples here). Store all played notes in a list, iterate through list and modify volumes (check for and remove nulls).

Experiment with the mixer and reply your findings.