言語: 日本語
  • C#
  • JS
  • Boo

スクリプト言語

お好みのスクリプト言語を選択すると、サンプルコードがその言語で表示されます。

AudioHighPassFilter.highpassResonaceQ

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var highpassResonaceQ: float;
public float highpassResonaceQ;
public highpassResonaceQ as float

Description

どのくらいフィルタの自己共振を減衰させるかを決定します。

高ハイパス共振Qはエネルギーの損失率が低いことを表しています。 例えば振動がゆっくりと死んでいくようなものです。 ハイパス共振Qの値は1.0から10.0です。デフォルトは1.0です。

	// 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)