Suppose you want to move the camera in direction y with distance k. For the sake of simplicity, i will convert your directions to angles, where 0.0 represents right, Pi/2 represents up, Pi represents left, 3*Pi/2 represents down and so.
EDIT: As you say y of camera will be affected only by the pitch. X and z, instead will be affected by both the yaw and the pitch.
You can calculate the new x, y and z by the following:
float y = // Yaw angle
float p = // Pitch angle
float k = // Move distance
float xzLength = cos(p) * k;
float dx = xzLength * cos(y);
float dz = xzLength * sin(y);
float dy = k * sin(p);
// Update your camera:
camera.x += dx;
camera.y += dy;
camera.z += dz;
Obviously, yaw and pitch do not change, so you don't need to update them.