Mathmatical formula for Unity's logarithmic fall-off

Hi all

I am currently in need of the mathmatical formula for the logarithmic fall-off curve for Unity’s AudioSource. Is there anyone who knows it, or a simple way of getting it?

I found the answer myself. The roll off follows a 1/distance model

source: http://www.secit.at/doc/fmod-3.74/html/HTML/FSOUND_3D_SetRolloffFactor.html