AudioHighPassFilter.highpassResonaceQ
var highpassResonaceQ: float;
float highpassResonaceQ;
highpassResonaceQ as 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.
	// 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(typeof(AudioSource))]
[RequireComponent(typeof(AudioHighPassFilter))]
public class Example(MonoBehaviour):

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