If you’re completely new, I highly recommend to read through the beginner tutorials. It makes everything easier.
There are vaious ways to access the components, and yes, one of them is
GetComponent<ComponentType>();
or in general one of these
anyGameObject.GetComponent<ComponentType>();
anyComponent.GetComponent<ComponentType>();
The difference will be clear once you read about instance methods in object oriented programming. It’ll be difficult and highly unlikely that you make a lot of progress if you do not take the time to learn the basics of C#.
Drag&drop works when you expose your fields to the inspector, for instance:
public class ExampleScript : MonoBehaviour
{
// I will keep it simple here, let's just put it as public
public int integerValue;
public float floatingPointValue;
public Transform callMeWhateverYouWant;
}
If the snippet resides in a file named ExampleScript.cs, you’ll be able to attach it to any GameObject and it’ll show three fields in the inspector: two input fields for numerical values (integer and float respectively) and one field that accepts a GameObject with a Transform component (every GO has a transform, so you could drag&drop anything you like).
Applying this idea to your script, you could add
public AudioSource engineSoundSource;
and it should now show a field to drag&drop an object that’s got an AudioSource component, e.g. your car.
Now you’ll be able to work with engineSoundSource in your script, as this is a declared variable.
With regards to your question, take a look at the AudioSource.pitch example. You should be able to test this as is - you only need to copy&paste the script into a .cs file that’s got the same name as the class (which is ‘Try’) and drag&drop a sound-file into the AudioSource component.
If this seems already a bit too much, I can only recommend to spend a few days or weeks on learning the fundamentals of Unity and C#.