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