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AudioHighPassFilter.highpassResonanceQ

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public var highpassResonanceQ: float;
public float highpassResonanceQ;

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>().highpassResonanceQ = (Mathf.Sin(Time.time)*5 + 5); }
using UnityEngine;
using System.Collections;

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