SonicAudioTools/Source/CsbBuilder/BuilderNodes/BuilderSoundElementNode.cs
2017-06-21 01:19:47 +03:00

42 lines
2.1 KiB
C#

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; }
}
}