Quick answer: Lower the AudioSource’s Doppler Level (or set it to 0), and/or reduce the project Doppler Factor in Audio settings. Teleport-style moves also spike it — don’t teleport audio sources.
A fast projectile’s whoosh sound warps into a comical pitch swing. Unity’s Doppler is overreacting to the source’s velocity.
Two Doppler Knobs
- AudioSource → Doppler Level: per-source, 0–5. 1 is physically accurate; lower it for a subtler effect, 0 to disable.
- Project Settings → Audio → Doppler Factor: global multiplier. Lowering it tones down Doppler everywhere.
For arcade-feel games, Doppler Level around 0.3–0.5 reads as “motion” without sounding broken.
Beware Teleports and Big Steps
Unity estimates velocity from frame-to-frame position change. A teleport, a respawn, or a single huge movement step produces a massive apparent velocity — one frame of absurd pitch. Don’t teleport an active AudioSource; or set Doppler Level 0 on objects that jump.
Set Velocity Explicitly
If a Rigidbody drives the source, Unity uses the physics velocity (smooth). For non-physics movers that step irregularly, lower Doppler Level rather than fighting the estimate.
Verifying
The projectile whoosh has a tasteful pitch shift as it passes — not a cartoon warble. Respawns and teleports produce no pitch spike.
“Doppler is per-source and global. Tune both down for arcade feel, and never teleport a live audio source.”
Most stylized games sound better with Doppler dialed way down — full physical Doppler is rarely the vibe you want.