Class CrashComponent
Impact sound played when the vehicle collides with objects. Volume scales dynamically based on collision velocity magnitude. Sound is played at the collision contact point for spatial accuracy. Supports multiple audio clips with random selection for variation.
Inherited Members
Namespace: NWH.VehiclePhysics2.Sound.SoundComponents
Assembly: NWH.VehiclePhysics2.dll
Syntax
[Serializable]
public class CrashComponent : SoundComponent
Fields
pitchRandomness
Amount of random pitch variation applied to each collision sound. Randomizes pitch in range [basePitch * (1 ± pitchRandomness)] to make impacts sound unique. Value of 0.4 allows pitch variation between 0.6x and 1.4x base pitch.
Declaration
[Range(0, 0.5)]
[Tooltip("Different random pitch in range [basePitch + (1 +- pitchRandomness)] is set each time a collision happens.")]
public float pitchRandomness
Field Value
| Type | Description |
|---|---|
| float |
velocityMagnitudeEffect
Multiplier for how much collision velocity affects sound volume. Higher values make faster impacts disproportionately louder. A value of 1 provides linear scaling, while higher values emphasize high-speed collisions.
Declaration
[Range(0, 5)]
[Tooltip("Higher values result in collisions getting louder for the given collision velocity magnitude.")]
public float velocityMagnitudeEffect
Field Value
| Type | Description |
|---|---|
| float |
Properties
AudioMixerGroup
Gets the Audio Mixer Group this component's AudioSource should output to. Used to route audio through the vehicle's audio mixer for processing and mixing.
Declaration
public override AudioMixerGroup AudioMixerGroup { get; }
Property Value
| Type | Description |
|---|---|
| AudioMixerGroup |
Overrides
ContainerGO
Gets the GameObject container where the AudioSource should be created. Used to position audio sources at specific locations on the vehicle.
Declaration
public override GameObject ContainerGO { get; }
Property Value
| Type | Description |
|---|---|
| GameObject |
Overrides
Priority
Gets the priority level for the AudioSource. Lower values indicate higher priority. Range is 0 (highest) to 256 (lowest). Used by Unity's audio system when the maximum number of audio sources is reached.
Declaration
public override int Priority { get; }
Property Value
| Type | Description |
|---|---|
| int |
Overrides
Methods
PlayCollisionSound(Collision)
Plays a collision sound based on impact parameters. Volume is calculated from the collision's relative velocity magnitude and the velocityMagnitudeEffect multiplier. Pitch is randomized based on pitchRandomness. Sound position is set to the first contact point.
Declaration
public void PlayCollisionSound(Collision collision)
Parameters
| Type | Name | Description |
|---|---|---|
| Collision | collision | Unity collision data containing contact points and relative velocity. |
VC_Disable(bool)
Stops and disables the AudioSource belonging to this SoundComponent.
Declaration
public override bool VC_Disable(bool calledByParent)
Parameters
| Type | Name | Description |
|---|---|---|
| bool | calledByParent |
Returns
| Type | Description |
|---|---|
| bool |
Overrides
VC_Enable(bool)
Enables the AudioSource belonging to this SoundComponent.
Declaration
public override bool VC_Enable(bool calledByParent)
Parameters
| Type | Name | Description |
|---|---|---|
| bool | calledByParent |
Returns
| Type | Description |
|---|---|
| bool |
Overrides
VC_SetDefaults()
Resets the component to default configuration. Override to provide component-specific default values.
Declaration
public override void VC_SetDefaults()
Overrides
Remarks
Called when the vehicle is reset or when first added to a GameObject. Should set all serialized fields to sensible default values. May load default assets from Resources folder.