Legacy Documentation: Version 4.5.0

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var lowpassResonaceQ: float;
float lowpassResonaceQ;
lowpassResonaceQ as float

Description

Determines how much the filter's self-resonance is dampened.

Higher Lowpass Resonance Q indicates a lower rate of energy loss i.e. the oscillations die out more slowly.

Lowpass resonance Q value goes from 1.0 to 10.0. Default = 1.0.

	// Moves the Lowpass Resonance Quality Factor from 0 to 10 following a Sinus function
	// Attach this to an audio source with a LowPassFilter to listen it working.

@script RequireComponent(AudioSource) @script RequireComponent(AudioLowPassFilter)

function Update() { GetComponent(AudioLowPassFilter).lowpassResonaceQ = (Mathf.Sin(Time.time)*5 + 5); }

using UnityEngine;
using System.Collections;

[RequireComponent(typeof(AudioSource))]
[RequireComponent(typeof(AudioLowPassFilter))]
public class ExampleClass : MonoBehaviour {
    void Update() {
        GetComponent<AudioLowPassFilter>().lowpassResonaceQ = Mathf.Sin(Time.time) * 5 + 5;
    }
}
import UnityEngine
import System.Collections

[RequireComponent(typeof(AudioSource))]
[RequireComponent(typeof(AudioLowPassFilter))]
public class ExampleClass(MonoBehaviour):

	def Update() as void:
		GetComponent[of AudioLowPassFilter]().lowpassResonaceQ = ((Mathf.Sin(Time.time) * 5) + 5)