Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5.
// Produce random mixes with the Chorus filter.
@script RequireComponent(AudioSource)
@script RequireComponent(AudioChorusFilter)
function Update() {
GetComponent(AudioChorusFilter).wetMix1 = Mathf.Sin(Time.time)*0.5 + 0.5;
GetComponent(AudioChorusFilter).wetMix2 = Mathf.Cos(Time.time)*0.5 + 0.5;
GetComponent(AudioChorusFilter).wetMix3 = Random.Range(0.0,1.0);;
}
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(AudioSource))]
[RequireComponent(typeof(AudioChorusFilter))]
public class example : MonoBehaviour {
void Update() {
GetComponent<AudioChorusFilter>().wetMix1 = Mathf.Sin(Time.time) * 0.5F + 0.5F;
GetComponent<AudioChorusFilter>().wetMix2 = Mathf.Cos(Time.time) * 0.5F + 0.5F;
GetComponent<AudioChorusFilter>().wetMix3 = Random.Range(0.0F, 1.0F);
}
}
import UnityEngine
import System.Collections
[RequireComponent(AudioSource)]
[RequireComponent(AudioChorusFilter)]
class example(MonoBehaviour):
def Update():
GetComponent[of AudioChorusFilter]().wetMix1 = ((Mathf.Sin(Time.time) * 0.5F) + 0.5F)
GetComponent[of AudioChorusFilter]().wetMix2 = ((Mathf.Cos(Time.time) * 0.5F) + 0.5F)
GetComponent[of AudioChorusFilter]().wetMix3 = Random.Range(0.0F, 1.0F)