44 lines
No EOL
1.6 KiB
C#
44 lines
No EOL
1.6 KiB
C#
using UnityEngine;
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namespace SLZ.Marrow.Data
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{
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[CreateAssetMenu(fileName = "AudioReverbData", menuName = "StressLevelZero/Audio Reverb Data", order = 2)]
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public class AudioReverbData : ScriptableObject
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{
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[System.Serializable]
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public struct ReverbData
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{
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public string paramName;
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public float paramValue;
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[HideInInspector]
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public float minRange;
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[HideInInspector]
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public float maxRange;
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public ReverbData(string name, float val, float min, float max)
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{
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paramName = name;
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paramValue = val;
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minRange = min;
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maxRange = max;
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}
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}
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public ReverbData[] reverbData = new ReverbData[]
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{
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new ReverbData("DryLevel", 0, -10000, 0),
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new ReverbData("Room", -10000, -10000, 0),
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new ReverbData("RoomHF", 0, -10000, 0),
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new ReverbData("DecayTime", 1, -0.1f, 20.0f),
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new ReverbData("DecayHFRatio", 0.5f, 0.1f, 2.0f),
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new ReverbData("Reflections", -10000f, -10000, 0f),
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new ReverbData("ReflectDelay", 0.02f, 0, 0.3f),
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new ReverbData("Reverb", 0, -10000, 2000),
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new ReverbData("ReverbDelay", 0.04f, -10000, 2000),
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new ReverbData("Diffusion", 100f, 0, 100),
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new ReverbData("Density", 100f, 0, 100),
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new ReverbData("HFReference", 5000f, 20, 20000),
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new ReverbData("RoomLF", 5000f, -10000, 0),
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new ReverbData("LFReference", 250.0f, 20, 1000),
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};
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}
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} |