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