[QUOTE=mystazsea] Even though its Physics...The 'Angle' of the Object wheel would be still registered as normal..

So you could place a Variable or two on the wheel that for example is

something like...

'Wheel_initial_Angle'

&

'Wheel_updated_Angle'

or similiar

Do a Every tick function

Every Tick-> set 'Wheel_initial_Angle' to Wheel Angle

Then then compare the Values every x seconds..dependant on the maximum required level of sensitivity..say every 0.5 secs.would need testing of course

{System->Every 0.5s->

Compare two values ->

[Wheel_updated_Angle > (greater than)Wheel_initial_Angle

Action Play your sfx or anything else..

or

you could set it up any number of ways

Boolean Variable" Wheel Rotate 36 degrees"

Is 'Wheel_updated_Angle 36 degrees greater than 'Wheel_Initial_Angle'

->

Set Boolean Variable" Wheel Rotate 36 degrees" TRUE

-> FIRE SFX

-> Reset variables..specifically up date the Initial and updated variables

There would be plenty of ways to do what you what

its just a matter of finding the BEST idea for you

This may take considerable testing phase ..but you would learn alot..:)

work for you?

first value would be the WHEEL angle and [/QUOTE]

Hi thanks for your reply, your ideas sound interesting and I am going to definitely test them

I figured out a way last night, its very basic and mundane but does the trick

I pinned invisible circles to every spoke of the wheel and 1 circle to the bike frame and set a sound for ever collision between the frame circle and spoke circle, I got the desired effect of a slow ticking of the chain when rolling slow and a fast ticking when up to speed.

Time to try your ideas so I get to grips with more of the maths and physics equations. It will surely shorten my code atleast.