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 ExampleClass : 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(typeof(AudioSource))] [RequireComponent(typeof(AudioChorusFilter))] public class ExampleClass(MonoBehaviour): def Update() as void: 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)