Lisasime kollile hääle ka, kui ta ilmub välja, ilmub välja koos karjumisega :D ärge ehmuge. Tal on iga kord natuke erinev hääl, sest see skript mis ma tegin, see muudab hääle kiirust iga maximum 1 sekund, niiet suvaline arva 0 ja 1 sekundi vahel. Skript on selline, kui kedagi huvitab...  ja edaspidi, tekstidel on .cs lõpuga, et oleks õige programeerimis keel jne.
using UnityEngine;
using System.Collections;
public class soundPlay : MonoBehaviour {
    public AudioClip clip;
    private float timeToZero;
    private AudioSource _src;
    private DelaySystem _del;
    public float _pitch;
    public bool randomized;
    public Vector2 rand;
    public Vector2 offTime;
 // Use this for initialization
 void Start () {
        _src = this.gameObject.AddComponent<AudioSource>();
        _del = this.gameObject.AddComponent<DelaySystem>();
        _src.playOnAwake = false;
        _src.PlayOneShot(clip, 1F);
 }
 
 // Update is called once per frame
 void Update () {
        _src.pitch = Mathf.SmoothStep(_src.pitch, 0, timeToZero);
        if (_del.done) {
            _del.StartDelay(Random.Range(0, 500));
            if (randomized)
            {
                _pitch = Random.Range(rand.x, rand.y);
                timeToZero = Random.Range(offTime.x, offTime.y);
                _src.pitch = _pitch;
            }
        }
 }
}
ja siin on DELAYSYSTEM, sest see skript, ilma delaysystemita ei saa hakkama
using UnityEngine;
using System.Collections;
public class DelaySystem : MonoBehaviour {
 public bool done;
 public int remainMS; 
 public int endTimeMS;
 public int TimeMS;
 public void StartDelay (int millisecond) {
  endTimeMS = TimeMS + millisecond;
  done = false;
 }
 void Update() {
  if (endTimeMS >= 60000F) done = true;
  if (remainMS <= 0) done = true;
  
  System.DateTime TIME = System.DateTime.Now;
  float FTimeMS;
  FTimeMS = TIME.Millisecond;
  FTimeMS /= 1000;
  FTimeMS += TIME.Second;
  FTimeMS *= 1000;
  TimeMS = Mathf.FloorToInt(FTimeMS);
  remainMS = endTimeMS - TimeMS;
 }
}

