Cant figure out the right algorithm to sync them depending on what the walkspeed is, the faster the walkspeed the faster the sound the slower the walkspeed the slower the sound
you can change sound PlaybackSpeed depending on character’s WalkSpeed
for example:
Sound.PlaybackSpeed = Humanoid.WalkSpeed / 2
--if character's WalkSpeed is 20 PlaybackSpeed will be 10
and to make it work when speed changes you should use :GetPropertyChangedSignal()
exmaple:
Humanoid:GetPropertyChangedSignal("WalkSpeed"):Connect(function()
Sound.PlaybackSpeed = Humanoid.WalkSpeed / 2
end)
i don’t know if that’s helpful for you but whatever ![]()
I just tried that and it didnt work it just made the sound, sound really weird
thanks anyway
Oh that makes sense, so what do I do
you can make something like this:
local maxPitch = 2
local maxSpeed = 100
Sound.PlaybackSpeed = maxPitch / (maxSpeed * Humanoid.WalkSpeed)
but if WalkSpeed is 16 (by default) PlaybackSpeed will be too less but you can still improve this by using some math