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Basically, I have an airplane and an engine sound. What I'm trying to do is have a steady sound when flight is normal (always -and- motion, speed 5) then change the pitch when I speed up or slow down by pressing certain keys. Like, Shift adds 2.5 and Ctrl subtracts 2.5 from the speed.
I can easily make the sound change when I press a key, (keyboard -and- sound, changed pitch). But the problem with that, is the original sound for normal speed still plays.

So basically, is there a way to cut the idle sound when pressing a key, then playing it again when said key is released?

This is what I have of my game so far, just so you know what I'm getting at.

https://www.youtube.com/watch?v=Wk_ILaMoX6M

logic bricks

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You need to have the logic in place to disable the original sound.

enter image description here

Rather than using an always sensor to activate the normal sound,use a Nand or Nor controller attached to the original keypress that plays the second sound. If this still doesn't work, activate TRUE and False level triggering which will make the sensor activate (and deactivate, respectively).

These are the two little buttons, each containing 3 dots, on the sensor.

enter image description here

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  • $\begingroup$ Thank you so much! Basically just 2 keyboards, 3 controllers (2 ands and a nor) and 3 sounds. The nor is connected to both kebyoards, and only one of the 3 sounds! Then both keyboards are marked false. This helped me a lot, and I'm describing in detail what I did that works for anyone else searching for the same! THANK YOU AGAIN! $\endgroup$ – Mechaghostman2 Aug 14 '17 at 0:05
  • $\begingroup$ I'm glad I could help. Don't be shy if you have any more questions :) $\endgroup$ – Scalia Aug 14 '17 at 0:07

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