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using System;
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using Cpp2IlInjected;
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using UnityEngine;
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namespace RecRoom.Audio
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{
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// Token: 0x0200298A RID: 10634
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[Token(Token = "0x200298A")]
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[CreateAssetMenu]
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[Serializable]
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public class PlayerAudioConfig : ScriptableObject
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{
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// Token: 0x06011C18 RID: 72728 RVA: 0x00403FAC File Offset: 0x004021AC
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[Token(Token = "0x6011C18")]
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[Address(RVA = "0x5B1810", Offset = "0x5B0810", VA = "0x1805B1810")]
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public PlayerAudioConfig()
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{
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}
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// Token: 0x0400B5E6 RID: 46566
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[FieldOffset(Offset = "0x18")]
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[Token(Token = "0x400B5E6")]
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[Tooltip("Default voice rolloff to be used when the SceneAudioSettings aren't overriding it")]
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public AudioRolloff defaultVoiceRolloff;
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// Token: 0x0400B5E7 RID: 46567
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x400B5E7")]
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[Tooltip("Frequency cutoff curve over distance of the current voice audio rolloff for remote Players' Low Pass filter. 1 = 22KHz, 0 = 10Hz")]
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public AnimationCurve defaultVoiceLowPassRolloff;
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// Token: 0x0400B5E8 RID: 46568
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x400B5E8")]
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[Tooltip("How much voice audio sources attenuate as they turn away from the listener. X-axis: [0, 180] degrees, Y-axis: [0, 1] volume multiplier")]
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public AnimationCurve directionalVoiceSourceAngleRolloff;
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// Token: 0x0400B5E9 RID: 46569
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x400B5E9")]
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[Tooltip("How much voice audio sources attenuate as the listener turns away from them. X-axis: [0, 180] degrees, Y-axis: [0, 1] volume multiplier")]
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public AnimationCurve directionalVoiceListenerAngleRolloff;
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}
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}
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