High Pass Filters
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 high pass filter is like the low pass filter except it attenuates mid to low frequencies while passing high frequencies.
- Select the audio source that you wish to apply the high pass filter to.
- Select Component -> Audio -> Audio High Pass Filter. Keep in mind that, unlike the low pass filter, the high pass filter does not appear as a parameter in the Listener graph. It can still be controlled via scripting.
- Like the low pass filter, the high pass filter has two parameters:
- Cutoff Frequency - The frequency (between 10 and 22,000 Hz) at which all lower frequencies will be cut. (For instance: putting the value at 1000 means that every frequency below 1000 Hz will be attenuated)
- Highpass Resonance Q (Low Resonance Quality Factor) - The value (between 1.0 to 10.0) determines how much the filter's self-resonance is dampened. In other words, a high value would mean a lower rate of energy loss, so the sound's oscillations would die out more slowly.