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