AudioChorusFilter Manual     Reference     Scripting  
Scripting > Runtime Classes > AudioChorusFilter
AudioChorusFilter Inherits from Behaviour

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.

Variables
dryMix

Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5.

wetMix1

Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5.

wetMix2

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.

wetMix3

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.

delay

Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms.

rate

Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz.

depth

Chorus modulation depth. 0.0 to 1.0. Default = 0.03.

feedback

Chorus feedback. Controls how much of the wet signal gets fed back into the chorus buffer. 0.0 to 1.0. Default = 0.0.

Inherited members
Inherited Variables
enabled

Enabled Behaviours are Updated, disabled Behaviours are not.

transform

The Transform attached to this GameObject (null if there is none attached).

rigidbody

The Rigidbody attached to this GameObject (null if there is none attached).

camera

The Camera attached to this GameObject (null if there is none attached).

light

The Light attached to this GameObject (null if there is none attached).

animation

The Animation attached to this GameObject (null if there is none attached).

constantForce

The ConstantForce attached to this GameObject (null if there is none attached).

renderer

The Renderer attached to this GameObject (null if there is none attached).

audio

The AudioSource attached to this GameObject (null if there is none attached).

guiText

The GUIText attached to this GameObject (null if there is none attached).

networkView

The NetworkView attached to this GameObject (Read Only). (null if there is none attached)

guiTexture

The GUITexture attached to this GameObject (Read Only). (null if there is none attached)

collider

The Collider attached to this GameObject (null if there is none attached).

hingeJoint

The HingeJoint attached to this GameObject (null if there is none attached).

particleEmitter

The ParticleEmitter attached to this GameObject (null if there is none attached).

particleSystem

The ParticleSystem attached to this GameObject (null if there is none attached).

gameObject

The game object this component is attached to. A component is always attached to a game object.

tag

The tag of this game object.

name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifiable by the user?

Inherited Functions
GetComponent

Returns the component of Type type if the game object has one attached, null if it doesn't.

GetComponentInChildren

Returns the component of Type type in the GameObject or any of its children using depth first search.

GetComponentsInChildren

Returns all components of Type type in the GameObject or any of its children.

GetComponents

Returns all components of Type type in the GameObject.

CompareTag

Is this game object tagged tag?

SendMessageUpwards

Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour

SendMessage

Calls the method named methodName on every MonoBehaviour in this game object.

BroadcastMessage

Calls the method named methodName on every MonoBehaviour in this game object or any of its children.

GetInstanceID

Returns the instance id of the object.

ToString

Returns the name of the game object.

Inherited Class Functions
operator bool

Does the object exist?

Instantiate

Clones the object original and returns the clone.

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same

operator !=

Compares if two objects refer to a different object

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.