Files
27Aug2021-Cpp2IL-Dump/Assembly-CSharp/RecRoom/Audio/PlayerAudioConfig.cs
T
niko c12fbe3fc6 m
2026-04-12 16:51:38 +02:00

45 lines
1.6 KiB
C#

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;
}
}