using UnityEngine; namespace SLZ.Marrow.Data { [CreateAssetMenu(fileName = "AudioReverbData", menuName = "StressLevelZero/Audio Reverb Data", order = 2)] public class AudioReverbData : ScriptableObject { [System.Serializable] public struct ReverbData { public string paramName; public float paramValue; [HideInInspector] public float minRange; [HideInInspector] public float maxRange; public ReverbData(string name, float val, float min, float max) { paramName = name; paramValue = val; minRange = min; maxRange = max; } } public ReverbData[] reverbData = new ReverbData[] { new ReverbData("DryLevel", 0, -10000, 0), new ReverbData("Room", -10000, -10000, 0), new ReverbData("RoomHF", 0, -10000, 0), new ReverbData("DecayTime", 1, -0.1f, 20.0f), new ReverbData("DecayHFRatio", 0.5f, 0.1f, 2.0f), new ReverbData("Reflections", -10000f, -10000, 0f), new ReverbData("ReflectDelay", 0.02f, 0, 0.3f), new ReverbData("Reverb", 0, -10000, 2000), new ReverbData("ReverbDelay", 0.04f, -10000, 2000), new ReverbData("Diffusion", 100f, 0, 100), new ReverbData("Density", 100f, 0, 100), new ReverbData("HFReference", 5000f, 20, 20000), new ReverbData("RoomLF", 5000f, -10000, 0), new ReverbData("LFReference", 250.0f, 20, 1000), }; } }