using System; using Cpp2IlInjected; using UnityEngine.Bindings; namespace UnityEngine.Audio { // Token: 0x02000017 RID: 23 [Token(Token = "0x2000017")] [ExcludeFromObjectFactory] [ExcludeFromPreset] [NativeHeader("Modules/Audio/Public/ScriptBindings/AudioMixer.bindings.h")] [NativeHeader("Modules/Audio/Public/AudioMixer.h")] public class AudioMixer : Object { // Token: 0x060000B4 RID: 180 RVA: 0x000020F6 File Offset: 0x000002F6 [Token(Token = "0x60000B4")] [Address(RVA = "0x3BCA450", Offset = "0x3BC9450", VA = "0x183BCA450")] [NativeMethod] public AudioMixerGroup[] FindMatchingGroups(string subPath) { return null; } // Token: 0x060000B5 RID: 181 RVA: 0x000025F4 File Offset: 0x000007F4 [Token(Token = "0x60000B5")] [Address(RVA = "0x3BCA500", Offset = "0x3BC9500", VA = "0x183BCA500")] [NativeMethod] public bool SetFloat(string name, float value) { return default(bool); } // Token: 0x060000B6 RID: 182 RVA: 0x0000260C File Offset: 0x0000080C [Token(Token = "0x60000B6")] [Address(RVA = "0x3BCA4A0", Offset = "0x3BC94A0", VA = "0x183BCA4A0")] [NativeMethod] public bool GetFloat(string name, out float value) { return default(bool); } } }