Files
Jan2021-Cpp2Il-Dump/Assembly-CSharp/RecRoom/Audio/PlayerAudioConfig.cs
T
2026-04-08 23:40:05 +02:00

47 lines
1.7 KiB
C#

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;
}
}