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https://github.com/blueskythlikesclouds/SonicAudioTools.git
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42 lines
2.1 KiB
C#
42 lines
2.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.IO;
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using System.ComponentModel;
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namespace CsbBuilder.BuilderNodes
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{
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public class BuilderSoundElementNode : BuilderBaseNode
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{
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[ReadOnly(true)]
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[Category("General")]
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[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.")]
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public string Intro { get; set; }
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[ReadOnly(true)]
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[Category("General")]
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[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.")]
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public string Loop { get; set; }
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[ReadOnly(true)]
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[Category("General"), DisplayName("Channel Count")]
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[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.")]
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public byte ChannelCount { get; set; }
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[Category("General"), DisplayName("Streamed")]
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[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.")]
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public bool Streaming { get; set; }
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[ReadOnly(true)]
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[Category("General"), DisplayName("Sample Rate")]
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[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.")]
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public uint SampleRate { get; set; }
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[ReadOnly(true)]
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[Category("General"), DisplayName("Sample Count")]
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[Description("The sample count of Intro and Loop files, added together.")]
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public uint SampleCount { get; set; }
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}
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}
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