以与速度相关的间隔播放滴答声的最有效方法?

Most efficient way to play ticking sound at intervals correlated to velocity?

我有一个边缘很锋利的球,我想模拟球滚动时的点击。我将如何以与球的速度相关的间隔播放滴答声?前任。随着球速的增加,滴答声变得更加频繁。

当前可用变量:

AudioClip[] tickSounds;   // the sound files
bool onGround;            // indicates if the ball is on the ground
Rigidbody rb;             // Rigidbody of the ball to access velocity

我试过Time.frameCount和调制,但我无法找到好的节奏。

提前致谢。

想通了!使用协程!

void Start() {
    StartCoroutines("TickSound", 30f);    // method name, initial wait time
}

IEnumerator TickSound(float time) {
    yield return new WaitForSeconds(time);
    while (true) {
        // Don't bother playing sounds if its below a certain velocity
        if (onGround && rb.velocity.magnitude > 1f) {
            au.PlayOneShot(tickSounds[Random.Range(0, tickSounds.Length)], 0.2f);
        }
        // Used this equation 0.6f / ((velocity / 3f) + 1)
        yield return new WaitForSeconds(0.6f / (rb.velocity.magnitude / 3f + 1)) ;
    }
}