Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

AudioChorusFilter

class in UnityEngine

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Inherits from:Behaviour

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Implemented in:UnityEngine.AudioModule

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Description

The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect.

The chorus effect modulates the original sound by a sinusoid low frequency oscillator (LFO). The output sounds like there are multiple sources emitting the same sound with slight variations (resembling a choir).

Additional resources: Audio Chorus Filter information.

Properties

delayChorus delay in ms. 0.1 to 100.0. Default = 40.0 ms.
depthChorus modulation depth. 0.0 to 1.0. Default = 0.03.
dryMixVolume of original signal to pass to output. 0.0 to 1.0. Default = 0.5.
rateChorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz.
wetMix1Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5.
wetMix2Volume of 2nd chorus tap. This tap is 90 degrees out of phase of the first tap. 0.0 to 1.0. Default = 0.5.
wetMix3Volume of 3rd chorus tap. This tap is 90 degrees out of phase of the second tap. 0.0 to 1.0. Default = 0.5.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledReports whether a GameObject and its associated Behaviour is active and enabled.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagChecks the GameObject's tag against the defined tag.
GetComponentGets a reference to a component of type T on the same GameObject as the component specified.
GetComponentInChildrenGets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
GetComponentIndexGets the index of the component on its parent GameObject.
GetComponentInParentGets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
GetComponentsGets references to all components of type T on the same GameObject as the component specified.
GetComponentsInChildrenGets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
GetComponentsInParentGets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.