Sound play with the speed of the rotation speed of an object.

ok… I try to describe what I want to make.

I plan to create a special door sound system…
I want that the player is able to rotate a door via mouse imput (back and forward).
the door can rotate … let us say 120° degrees. that is the maximum. minimum is 0° degrees.

what I want to achieve is that there should be a squeaking sound BUT it should not play the sound fully when I grab the door and move it. it should play with the speed that the door rotates (audio pitch) + it should be perfectly fit with the door rotation degrees.

that means I would need normalized variables. like if the sound is at normal speed 3 seconds long. then the sound time (or position) normalized would be:

0.00 seconds = 0

1.50 seconds = 0.5

3.00 seconds = 1

and the door rotation degree normalized would be:

0° = 0

60° = 0.5

120° = 1

SOOOO…
Is it somehow possible to normalize the sound like I wrote above that it plays with the normalized speed?

but that would not work correctly here… see, I try to create the door sound as realistic as possible. so if I would clamp the audio pitch between 0.85 and 1 I would end up with only positive sounds that would always play.

in my script above the sound is able to play backwards. and the squeaky sound is always in the same position now. like you open a real door. the squeaks are always at the same positions. like at 30 degrees there starts the squeak and goes over to 70 degrees and another starts at 100 and goes over till 110 degrees.

but I think now I got an idea… maybe I can slow down the door so it wont be able to be opened and closed very very fast. then it would not sound so weird…
(tested… its better but not ok…)