using System; using System.Runtime.InteropServices; using Cpp2IlInjected; using UnityEngine; namespace RecRoom.Audio { // Token: 0x02002419 RID: 9241 [Token(Token = "0x2002419")] [CreateAssetMenu] [Serializable] [StructLayout(3)] public class PlayerAudioConfig : ScriptableObject { // Token: 0x0601001C RID: 65564 RVA: 0x003BF4A8 File Offset: 0x003BD6A8 [Token(Token = "0x601001C")] [Address(RVA = "0x3C6D30", Offset = "0x3C5730", VA = "0x1803C6D30")] public PlayerAudioConfig() { } // Token: 0x0400AA04 RID: 43524 [global::Cpp2IlInjected.FieldOffset(Offset = "0x18")] [Token(Token = "0x400AA04")] [Tooltip("Default voice rolloff to be used when the SceneAudioSettings aren't overriding it")] public AudioRolloff defaultVoiceRolloff; // Token: 0x0400AA05 RID: 43525 [global::Cpp2IlInjected.FieldOffset(Offset = "0x20")] [Token(Token = "0x400AA05")] [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: 0x0400AA06 RID: 43526 [global::Cpp2IlInjected.FieldOffset(Offset = "0x28")] [Token(Token = "0x400AA06")] [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: 0x0400AA07 RID: 43527 [global::Cpp2IlInjected.FieldOffset(Offset = "0x30")] [Token(Token = "0x400AA07")] [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; } }