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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: 0x020028A1 RID: 10401
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[Token(Token = "0x20028A1")]
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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: 0x060117DC RID: 71644 RVA: 0x003FA5CC File Offset: 0x003F87CC
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[Token(Token = "0x60117DC")]
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[Address(RVA = "0x6EC220", Offset = "0x6EB020", VA = "0x1806EC220")]
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public PlayerAudioConfig()
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{
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}
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// Token: 0x0400B3D6 RID: 46038
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[FieldOffset(Offset = "0x18")]
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[Token(Token = "0x400B3D6")]
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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: 0x0400B3D7 RID: 46039
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x400B3D7")]
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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: 0x0400B3D8 RID: 46040
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x400B3D8")]
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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: 0x0400B3D9 RID: 46041
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x400B3D9")]
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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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