using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.IO; using System.ComponentModel; namespace CsbBuilder.BuilderNodes { public class BuilderSoundElementNode : BuilderBaseNode { [ReadOnly(true)] [Category("General")] [Description("The name of the audio in Project/Audio directory, which is going to play before the loop audio starts to play. Can be left empty, so that there will be no audio to play.")] public string Intro { get; set; } [ReadOnly(true)] [Category("General")] [Description("The name of the audio in Project/Audio directory, which is going to be looped. Can be left empty, so that there will be no audio to loop in-game.")] public string Loop { get; set; } [ReadOnly(true)] [Category("General"), DisplayName("Channel Count")] [Description("The channel count of BOTH Intro and Loop audio files. If they do not match, this will most likely result issues in-game, because the game ignores the channel count information in the audio file itself, but uses this info.")] public byte ChannelCount { get; set; } [Category("General"), DisplayName("Streamed")] [Description("Determines whether the audio files specified here are going to be streamed from a .CPK file, which is outside the .CSB file. Otherwise, it will be played from the memory. That's the best to be 'true', if the specified audio files are large.")] public bool Streaming { get; set; } [ReadOnly(true)] [Category("General"), DisplayName("Sample Rate")] [Description("The sample rate of BOTH Intro and Loop audio files. If they do not match, this will most likely result issues in-game, because the game ignores the sample rate information in the audio file itself, but uses this info.")] public uint SampleRate { get; set; } [ReadOnly(true)] [Category("General"), DisplayName("Sample Count")] [Description("The sample count of Intro and Loop files, added together.")] public uint SampleCount { get; set; } } }