47 lines
1.7 KiB
C#
47 lines
1.7 KiB
C#
using System;
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using System.Runtime.InteropServices;
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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: 0x02002419 RID: 9241
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[Token(Token = "0x2002419")]
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[CreateAssetMenu]
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[Serializable]
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[StructLayout(3)]
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public class PlayerAudioConfig : ScriptableObject
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{
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// Token: 0x0601001C RID: 65564 RVA: 0x003BF4A8 File Offset: 0x003BD6A8
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[Token(Token = "0x601001C")]
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[Address(RVA = "0x3C6D30", Offset = "0x3C5730", VA = "0x1803C6D30")]
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public PlayerAudioConfig()
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{
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}
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// Token: 0x0400AA04 RID: 43524
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[global::Cpp2IlInjected.FieldOffset(Offset = "0x18")]
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[Token(Token = "0x400AA04")]
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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: 0x0400AA05 RID: 43525
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[global::Cpp2IlInjected.FieldOffset(Offset = "0x20")]
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[Token(Token = "0x400AA05")]
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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: 0x0400AA06 RID: 43526
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[global::Cpp2IlInjected.FieldOffset(Offset = "0x28")]
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[Token(Token = "0x400AA06")]
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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: 0x0400AA07 RID: 43527
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[global::Cpp2IlInjected.FieldOffset(Offset = "0x30")]
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[Token(Token = "0x400AA07")]
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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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