The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect.
The chorus effect modulates the original sound by a sinusoid low frequency oscillator (LFO). The output sounds like there are multiple sources emitting the same sound with slight variations - resembling a choir.
Note: This filter is only available on the PRO version.
Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5.
Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5.
Volume of 2nd chorus tap. This tap is 90 degrees out of phase of the first tap. 0.0 to 1.0. Default = 0.5.
Volume of 3rd chorus tap. This tap is 90 degrees out of phase of the second tap. 0.0 to 1.0. Default = 0.5.
Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms.
Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz.
Chorus modulation depth. 0.0 to 1.0. Default = 0.03.
Chorus feedback. Controls how much of the wet signal gets fed back into the chorus buffer. 0.0 to 1.0. Default = 0.0.
Enabled Behaviours are Updated, disabled Behaviours are not.
The tag of this game object.
The name of the object.
Should the object be hidden, saved with the scene or modifiable by the user?
Returns the component of Type type if the game object has one attached, null if it doesn't.
Returns the component of Type type in the GameObject or any of its children using depth first search.
Returns all components of Type type in the GameObject or any of its children.
Returns all components of Type type in the GameObject.
Is this game object tagged tag?
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
Calls the method named methodName on every MonoBehaviour in this game object.
Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
Returns the instance id of the object.
Returns the name of the game object.
Does the object exist?
Clones the object original and returns the clone.
Removes a gameobject, component or asset.
Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
Returns a list of all active loaded objects of Type type.
Returns the first active loaded object of Type type.
Compares if two objects refer to the same.
Compares if two objects refer to a different object.
Makes the object target not be destroyed automatically when loading a new scene.