YACC YACC
YACC YACC
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    Class SampleBasedProceduralEngineAudio

    Generates engine sounds by layering short audio samples (cylinder fire, crankshaft rumble, intake whoosh, exhaust pops) and pitching them based on RPM.

    Inheritance
    object
    SampleBasedProceduralEngineAudio
    Namespace: YACC.Audio
    Assembly: .dll
    Syntax
    public class SampleBasedProceduralEngineAudio : MonoBehaviour
    Remarks

    ⚠️ IMPORTANT:

    Do NOT use this component together with EngineAudio or ProceduralEngineAudio on the same GameObject. Only one engine audio system should be active at a time.

    HOW IT WORKS:

    1. Cylinder fire rate is derived from RPM: fireFreq = (RPM / 60) * (cylinders / 2) for 4-stroke.

    2. A pool of AudioSources (one per cylinder) plays the explosion clip in round-robin order.

    3. A looping crankshaft clip provides low-end rumble, pitched proportionally to RPM.

    4. A looping intake clip adds high-frequency whoosh modulated by throttle × RPM.

    5. On deceleration, occasional exhaust backfire pops are played.

    BEST FOR: When you have short recorded engine samples and want realistic, RPM-synced playback.

    Fields

    Name Description
    basePitch
    crankRecordedAtRPM
    crankShaftClip
    crankVolume
    cylinderCount
    cylinderExplosionClip
    exhaustPopClip
    exhaustPopRate
    exhaustPopVolume
    explosionVolume
    intakeVolume
    intakeWhooshClip
    masterVolume
    maxDistance
    maxPitch
    nominalRPM
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