Note:This will not cover audio scripting--please refer to the "Sound" section under "Programming".
- General Manual on Sound in Unity
- Manual on Handling Audio Files in Unity
- Manual on Integrating Audio Trackers (i.e. FMOD) in Unity
Definition: A chorus filter, much like the famous chorus effect for electric guitars, creates an effect that sounds like there are multiple sources emitting the same sound with slight variations coming from each source--hence the name "chorus". This effect is achieved by modulating the original sound by a sinusoid low frequency oscillator.
- Select the audio source you wish to add the chorus effect filter to.
- Select Component -> Audio -> Audio Chorus Filter. Take note that the effect will not appear as a parameter on the Listener Line Graph, but can still be controlled and triggered via scripting.
- There are eight parameters you can control for the chorus filter, they are as follows:
- Dry Mix - Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5.
- Wet Mix 1 - Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5.
- Wet Mix 2 - Volume of 2nd chorus tap. This tap is 90 degrees out of phase of the first tap. 0.0 to 1.0. Default = 0.5.
- Wet Mix 3 - Volume of 3rd chorus tap. This tap is 90 degrees out of phase of the second tap. 0.0 to 1.0. Default = 0.5.
- Delay - The Low Frequency Oscillators' delay in ms. 0.1 to 100.0. Default = 40.0 ms
- Rate - The Low Frequency Oscillators' modulation rate in Hz. 0.0 to 20.0. Default = 0.8 Hz.
- Depth - Chorus modulation depth. 0.0 to 1.0. Default = 0.03.
- Feedback - Chorus feedback. Controls how much of the wet signal gets fed back into the filter's buffer. 0.0 to 1.0. Default = 0.0.