Chatterer.chatterer.create_filter_defaults_node C# (CSharp) Method

create_filter_defaults_node() private method

private create_filter_defaults_node ( ) : void
return void
        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);
        }
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