NWH Vehicle Physics 2
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    Class TransmissionWhineComponent

    Straight-cut gearbox whine sound. Pitch follows RPM, volume follows load.

    Inheritance
    object
    VehicleComponent
    SoundComponent
    TransmissionWhineComponent
    Inherited Members
    SoundComponent.baseVolume
    SoundComponent.clips
    SoundComponent.source
    SoundComponent.InitializeWithNoClips
    SoundComponent.Clip
    SoundComponent.InitClip
    SoundComponent.InitVolume
    SoundComponent.InitSpatialBlend
    SoundComponent.InitDopplerLevel
    SoundComponent.RandomClip
    SoundComponent.VC_Initialize()
    SoundComponent.CreateAndRegisterAudioSource(AudioMixerGroup, GameObject)
    SoundComponent.VC_Enable(bool)
    SoundComponent.VC_Disable(bool)
    SoundComponent.PlayRandomClip()
    SoundComponent.PlayForDurationCoroutine(int, float)
    SoundComponent.Play()
    SoundComponent.Play(int)
    SoundComponent.SetPitch(float)
    SoundComponent.SetVolume(float)
    SoundComponent.Stop()
    SoundComponent.AddDefaultClip(string)
    VehicleComponent.state
    VehicleComponent.vehicleController
    VehicleComponent.IsActive
    VehicleComponent.VC_Initialize(VehicleController)
    VehicleComponent.VC_FixedUpdate(float)
    VehicleComponent.VC_LoadStateFromStateSettings()
    VehicleComponent.VC_DrawGizmos()
    VehicleComponent.VC_Validate(VehicleController)
    VehicleComponent.UpdateLOD()
    VehicleComponent.ToggleState()
    Namespace: NWH.VehiclePhysics2.Sound.SoundComponents
    Assembly: NWH.VehiclePhysics2.dll
    Syntax
    [Serializable]
    public class TransmissionWhineComponent : SoundComponent

    Fields

    accelerationIntensity

    Whine intensity under acceleration.

    Declaration
    [Tooltip("Whine intensity under acceleration.")]
    [Range(0, 1)]
    public float accelerationIntensity
    Field Value
    Type Description
    float

    coastIntensity

    Whine intensity when coasting/engine braking.

    Declaration
    [Tooltip("Whine intensity when coasting/engine braking.")]
    [Range(0, 1)]
    public float coastIntensity
    Field Value
    Type Description
    float

    pitchRange

    How much pitch is added from idle to redline.

    Declaration
    [Range(0, 5)]
    [Tooltip("How much pitch is added from Idle to Redline.")]
    public float pitchRange
    Field Value
    Type Description
    float

    referenceMaxRPM

    Engine RPM at which the pitch reaches the top of the range.

    Declaration
    [Tooltip("The Engine RPM at which the pitch reaches the top of the range.")]
    public float referenceMaxRPM
    Field Value
    Type Description
    float

    rpmIntensity

    Base whine intensity at idle (no load).

    Declaration
    [Tooltip("Base whine intensity at idle (no load).")]
    [Range(0, 1)]
    public float rpmIntensity
    Field Value
    Type Description
    float

    smoothing

    Smoothing speed for pitch and volume changes.

    Declaration
    [Tooltip("Smoothing speed for pitch and volume changes.")]
    [Range(0, 1)]
    public float smoothing
    Field Value
    Type Description
    float

    startPitch

    Pitch at idle RPM.

    Declaration
    [Tooltip("Pitch at idle RPM.")]
    public float startPitch
    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
    SoundComponent.AudioMixerGroup

    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
    SoundComponent.ContainerGO

    InitLoop

    Gets whether the AudioSource should loop continuously. Override in derived classes to enable looping for continuous sounds like engine running.

    Declaration
    public override bool InitLoop { get; }
    Property Value
    Type Description
    bool
    Overrides
    SoundComponent.InitLoop

    InitPlayOnAwake

    Gets whether the AudioSource should automatically play on awake. Override in derived classes to enable automatic playback on initialization.

    Declaration
    public override bool InitPlayOnAwake { get; }
    Property Value
    Type Description
    bool
    Overrides
    SoundComponent.InitPlayOnAwake

    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
    SoundComponent.Priority

    Methods

    VC_SetDefaults()

    Resets the component to default configuration. Override to provide component-specific default values.

    Declaration
    public override void VC_SetDefaults()
    Overrides
    VehicleComponent.VC_SetDefaults()
    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.

    VC_Update(float)

    Frame-rate dependent update called every frame. Override for visual updates and input handling.

    Declaration
    public override void VC_Update(float DeltaTime)
    Parameters
    Type Name Description
    float DeltaTime

    Time elapsed since last Update in seconds

    Overrides
    VehicleComponent.VC_Update(float)
    Remarks

    Only called when the component is active (initialized and enabled). Use for visual effects, UI updates, and other frame-dependent operations. Avoid physics calculations here - use VC_FixedUpdate instead.

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