WuhuIslandTesting/Library/PackageCache/com.stresslevelzero.marrow.sdk@1.2.0/Scripts/SLZ.Marrow/SLZ.Marrow.Data/AudioReverbData.cs
2025-01-07 02:06:59 +01:00

44 lines
No EOL
1.6 KiB
C#

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),
};
}
}