using System; using Cpp2IlInjected; using UnityEngine; namespace RecRoom.Audio { // Token: 0x020028A1 RID: 10401 [Token(Token = "0x20028A1")] [CreateAssetMenu] [Serializable] public class PlayerAudioConfig : ScriptableObject { // Token: 0x060117DC RID: 71644 RVA: 0x003FA5CC File Offset: 0x003F87CC [Token(Token = "0x60117DC")] [Address(RVA = "0x6EC220", Offset = "0x6EB020", VA = "0x1806EC220")] public PlayerAudioConfig() { } // Token: 0x0400B3D6 RID: 46038 [FieldOffset(Offset = "0x18")] [Token(Token = "0x400B3D6")] [Tooltip("Default voice rolloff to be used when the SceneAudioSettings aren't overriding it")] public AudioRolloff defaultVoiceRolloff; // Token: 0x0400B3D7 RID: 46039 [FieldOffset(Offset = "0x20")] [Token(Token = "0x400B3D7")] [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: 0x0400B3D8 RID: 46040 [FieldOffset(Offset = "0x28")] [Token(Token = "0x400B3D8")] [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: 0x0400B3D9 RID: 46041 [FieldOffset(Offset = "0x30")] [Token(Token = "0x400B3D9")] [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; } }