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AudioSource.pitch

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public var pitch: float;
public float pitch;

Description

The pitch of the audio source.

Pitch is a quality that makes a melody go higher or lower. As an example imagine playing an audio clip with pitch set to one. Increasing the pitch as the clip plays will make the clip sound like it is higher. Similarly decreasing the pitch less than one makes the clip sound lower.

#pragma strict
//Attach this script to a GameObject.
//Attach an AudioSource to your GameObject (Click Add Component and go to Audio>Audio Source). Choose an audio clip in the AudioClip field.
//This script sets the pitch of the audio at the start, and then gradually turns it down to 0 as time passes.
//Make sure there is an Audio Source component on the GameObject
@RequireComponent(AudioSource)
public class ExampleScript extends MonoBehaviour {
	public var startingPitch: int = 4;
	public var timeToDecrease: int = 5;
	var audioSource: AudioSource;
	function Start() {
		//Fetch the AudioSource from the GameObject
		audioSource = GetComponent.<AudioSource>();
		//Initialize the pitch
		audioSource.pitch = startingPitch;
	}
	function Update() {
		//While the pitch is over 0, decrease it as time passes.
		if (audioSource.pitch > 0) {
			audioSource.pitch -= Time.deltaTime * startingPitch / timeToDecrease;
		}
	}
}
//Attach this script to a GameObject.
//Attach an AudioSource to your GameObject (Click Add Component and go to Audio>Audio Source). Choose an audio clip in the AudioClip field.
//This script sets the pitch of the audio at the start, and then gradually turns it down to 0 as time passes.

using UnityEngine;

//Make sure there is an Audio Source component on the GameObject [RequireComponent(typeof(AudioSource))]

public class ExampleScript : MonoBehaviour { public int startingPitch = 4; public int timeToDecrease = 5; AudioSource audioSource;

void Start() { //Fetch the AudioSource from the GameObject audioSource = GetComponent<AudioSource>();

//Initialize the pitch audioSource.pitch = startingPitch; }

void Update() { //While the pitch is over 0, decrease it as time passes. if (audioSource.pitch > 0) { audioSource.pitch -= Time.deltaTime * startingPitch / timeToDecrease; } } }

Another example:

#pragma strict
// A script that plays your chosen song.  The pitch starts at 1.0.
// You can increase and decrease the pitch and hear the change
// that is made.
public class AudioExample extends MonoBehaviour {
	public var pitchValue: float = 1.0f;
	public var mySong: AudioClip;
	private var audioSource: AudioSource;
	private var low: float = 0.75f;
	private var high: float = 1.25f;
	function Awake() {
		audioSource = GetComponent.<AudioSource>();
		audioSource.clip = mySong;
		audioSource.loop = true;
	}
	function OnGUI() {
		pitchValue = GUI.HorizontalSlider(new Rect(25, 75, 100, 30), pitchValue, low, high);
		audioSource.pitch = pitchValue;
	}
}
using UnityEngine;

// A script that plays your chosen song. The pitch starts at 1.0. // You can increase and decrease the pitch and hear the change // that is made.

public class AudioExample : MonoBehaviour { public float pitchValue = 1.0f; public AudioClip mySong;

private AudioSource audioSource; private float low = 0.75f; private float high = 1.25f;

void Awake() { audioSource = GetComponent<AudioSource>(); audioSource.clip = mySong; audioSource.loop = true; }

void OnGUI() { pitchValue = GUI.HorizontalSlider(new Rect(25, 75, 100, 30), pitchValue, low, high); audioSource.pitch = pitchValue; } }
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