private void create_filter_defaults_node()
{
filter_defaults = new ConfigNode();
filter_defaults.name = "FILTERS";
ConfigNode _filter;
_filter = new ConfigNode();
_filter.name = "CHORUS";
//_filter.AddValue("enabled", false);
_filter.AddValue("dry_mix", 0.5f);
_filter.AddValue("wet_mix_1", 0.5f);
_filter.AddValue("wet_mix_2", 0.5f);
_filter.AddValue("wet_mix_3", 0.5f);
_filter.AddValue("delay", 40.0f);
_filter.AddValue("rate", 0.8f);
_filter.AddValue("depth", 0.03f);
_filter.AddValue("feedback", 0);
filter_defaults.AddNode(_filter);
_filter = new ConfigNode();
_filter.name = "DISTORTION";
//_filter.AddValue("enabled", false);
_filter.AddValue("distortion_level", 0.5f);
filter_defaults.AddNode(_filter);
_filter = new ConfigNode();
_filter.name = "ECHO";
//_filter.AddValue("enabled", false);
_filter.AddValue("delay", 500.0f);
_filter.AddValue("decay_ratio", 0.5f);
_filter.AddValue("dry_mix", 1.0f);
_filter.AddValue("wet_mix", 1.0f);
filter_defaults.AddNode(_filter);
_filter = new ConfigNode();
_filter.name = "HIGHPASS";
//_filter.AddValue("enabled", false);
_filter.AddValue("cutoff_freq", 5000.0f);
//_filter.AddValue("resonance_q", ""); //TODO default highpass resonance q missing from Unity Doc webpage. figure it out
filter_defaults.AddNode(_filter);
_filter = new ConfigNode();
_filter.name = "LOWPASS";
//_filter.AddValue("enabled", false);
_filter.AddValue("cutoff_freq", 5000.0f);
//_filter.AddValue("resonance_q", ""); //TODO default lowpass resonance q missing from Unity Doc webpage. figure it out
filter_defaults.AddNode(_filter);
_filter = new ConfigNode();
_filter.name = "REVERB";
//_filter.AddValue("enabled", false);
_filter.AddValue("reverb_preset", AudioReverbPreset.User);
_filter.AddValue("dry_level", 0);
_filter.AddValue("room", 0);
_filter.AddValue("room_hf", 0);
_filter.AddValue("room_lf", 0);
_filter.AddValue("room_rolloff", 10.0f);
_filter.AddValue("decay_time", 1.0f);
_filter.AddValue("decay_hf_ratio", 0.5f);
_filter.AddValue("reflections_level", -10000.0f);
_filter.AddValue("reflections_delay", 0);
_filter.AddValue("reverb_level", 0);
_filter.AddValue("reverb_delay", 0.04f);
_filter.AddValue("diffusion", 100.0f);
_filter.AddValue("density", 100.0f);
_filter.AddValue("hf_reference", 5000.0f);
_filter.AddValue("lf_reference", 250.0f);
filter_defaults.AddNode(_filter);
}