Somehow, when I play a sound, it’s pitch gets decreased. I’m relatively new to unity (started 2 days ago) and really have no idea why that happens.
So I have a little spaceship that can be moved, when i bump into a wall a “boing” sound is played. When I bump into the wall all the time (like always moving forward to the wall) everything is ok, but if I bump into it wait like a second and bump into it again the pitch gets decreased till its just like 0. But when i print the audios pitch its allways the same.
Heres my code:
using UnityEngine;
using System.Collections;
public class controlSpaceship : MonoBehaviour {
public float rotationSpeed;
public float acceleration;
public AudioClip boing;
/*
Some other code here
*/
void OnCollisionEnter(){
//debugging pitch : its allways 1.3
print (audio.pitch);
//play sound
audio.PlayOneShot(this.boing);
}
}
And when I’m allready writing this post, can somebody help me to make it like play only when its not allready played?
Any help is appreciated.
EDIT: Sorry Guys, BUT SOMEHOW, I didn’t change anything at the code, it works now. I just changed some paramteres on the rigidbody.
Yea I had this issue too, I don’t know whether what you’ve done is good for what you want to do, but I fixed my issue by simply going into the AudioSource settings → 3D Sound Settings and changed Pan Level to 0, it worked for me