AudioHighPassFilter.highpassResonaceQ Manual     Reference     Scripting  
Scripting > Runtime Classes > AudioHighPassFilter
AudioHighPassFilter.highpassResonaceQ

var highpassResonaceQ : float

Description

Determines how much the filter's self-resonance isdampened.

Higher Highpass resonance Q indicates a lower rate of energy loss i.e. the oscillations die out more slowly.

Highpass resonance Q value goes from 1.0 to 10.0. Default = 1.0.

JavaScripts
// Moves the Highpass Resonance Quality Factor from 0 to 10 following a Sinus function
// Attach this to an audio source with a HighPassFilter to listen it working.

@script RequireComponent(AudioSource)
@script RequireComponent(AudioHighPassFilter)

function Update() {
GetComponent(AudioHighPassFilter).lowpassResonaceQ = (Mathf.Sin(Time.time)*5 + 5);
}

using UnityEngine;
using System.Collections;

[RequireComponent(typeof(AudioSource))]
[RequireComponent(typeof(AudioHighPassFilter))]
public class example : MonoBehaviour {
void Update() {
GetComponent<AudioHighPassFilter>().lowpassResonaceQ = Mathf.Sin(Time.time) * 5 + 5;
}
}

import UnityEngine
import System.Collections

[RequireComponent(AudioSource)]
[RequireComponent(AudioHighPassFilter)]
class example(MonoBehaviour):

def Update():
GetComponent[of AudioHighPassFilter]().lowpassResonaceQ = ((Mathf.Sin(Time.time) * 5) + 5)