I have a question on how I would go about creating the pitch for the audio of my vehicle’s engine correctly. I made a custom setup in C++ and another in a blueprint of a basic car with 4 gears and just an audio that at the moment plays with its pitch set to the speed of the car since the last gear. The gears and all work just fine but my sound was not looking right. I tried to do it with the RPM as well, the effect was closer but not what I desired. I would like to find out how I could change the pitch depending on how much force the engine is using, and also the speed.
For example:
If I had my car in neutral it will go up when i throttle and down slowly when not.
Or if I am reversing and suddenly go forward, it will go up.
Or if I am accelerating with max throttle, the pitch should be higher.
I was just wondering how this could be done in either Blueprints, C++, or both. I have a lot of constants set for things like the Throttle, Steer, Speed, Rear RPM, Average RPM, Current Gear (#gear), Gears on both and the pitch is changed using Rear RPM at the moment which is the rotational velocity of both driving wheels / 2 (average).