Apply a LowPassFilter for a period of time, then fade it back to normal? <p>I'm trying to achieve the very common effect you often have in FPS games when you are hit by a grenade.. When you are hit, a LP Filter kicks in at a low frequency, wait for a couple of seconds before fading it back to normal. How is this effect created? I'm using C# and Unity 5. I've tried to google it, but there seems to be very little information about this subject.</p> <p>My code so far isn't super sexy, I've deleted about everything 250 times in a row now and I'm starting to lose my patience with myself :P</p> <pre><code>using UnityEngine; using System.Collections; public class DamageHandler : MonoBehaviour { [Range(5000, 22000)] public int standardLpFreq = 22000; [Range(10, 500)] public int hitLpFreq = 280; public float timeToHaveEffect = 4f; private AudioLowPassFilter lpFilter; void Awake() { lpFilter = Camera.main.GetComponent&lt;AudioLowPassFilter&gt; (); if (!lpFilter) { Camera.main.gameObject.AddComponent&lt;AudioLowPassFilter&gt;(); lpFilter = Camera.main.GetComponent&lt;AudioLowPassFilter&gt;(); } InitLPFilter (); } private void InitLPFilter() { lpFilter.cutoffFrequency = standardLpFreq; } } </code></pre>