public static AudioReverbFilter Deserialize(this SAudioReverbFilter _audioReverbFilter, ref GameObject _gameObject)
    {
        if (_audioReverbFilter.ExistsOnObject == false)
        {
            return(null);
        }

        AudioReverbFilter returnVal = _gameObject.GetComponent <AudioReverbFilter>();

        returnVal.enabled = _audioReverbFilter.Enabled;

        returnVal.dryLevel         = _audioReverbFilter.dryLevel;
        returnVal.room             = _audioReverbFilter.room;
        returnVal.roomHF           = _audioReverbFilter.roomHF;
        returnVal.decayTime        = _audioReverbFilter.decayTime;
        returnVal.decayHFRatio     = _audioReverbFilter.decayHFRatio;
        returnVal.reflectionsLevel = _audioReverbFilter.reflectionsLevel;
        returnVal.reverbLevel      = _audioReverbFilter.reverbLevel;
        returnVal.reverbDelay      = _audioReverbFilter.reverbDelay;
        returnVal.diffusion        = _audioReverbFilter.diffusion;
        returnVal.density          = _audioReverbFilter.density;
        returnVal.hfReference      = _audioReverbFilter.hfReference;
        returnVal.lfReference      = _audioReverbFilter.lfReference;
        returnVal.reflectionsDelay = _audioReverbFilter.reflectionsDelay;
        returnVal.reverbPreset     = _audioReverbFilter.reverbPreset;
        return(returnVal);
    }
    public static SAudioReverbFilter Serialize(this AudioReverbFilter _audioReverbFilter)
    {
        SAudioReverbFilter returnVal = new SAudioReverbFilter
        {
            ExistsOnObject = (_audioReverbFilter == null) ? false : true,
            Enabled        = _audioReverbFilter.enabled,

            dryLevel         = _audioReverbFilter.dryLevel,
            room             = _audioReverbFilter.room,
            roomHF           = _audioReverbFilter.roomHF,
            decayTime        = _audioReverbFilter.decayTime,
            decayHFRatio     = _audioReverbFilter.decayHFRatio,
            reflectionsLevel = _audioReverbFilter.reflectionsLevel,
            reverbLevel      = _audioReverbFilter.reverbLevel,
            reverbDelay      = _audioReverbFilter.reverbDelay,
            diffusion        = _audioReverbFilter.diffusion,
            density          = _audioReverbFilter.density,
            hfReference      = _audioReverbFilter.hfReference,
            roomLF           = _audioReverbFilter.roomLF,
            lfReference      = _audioReverbFilter.lfReference,
            reflectionsDelay = _audioReverbFilter.reflectionsDelay,
            reverbPreset     = _audioReverbFilter.reverbPreset,
        };

        return(returnVal);
    }