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https://github.com/space-wizards/RobustToolbox.git
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92 lines
1.8 KiB
C#
92 lines
1.8 KiB
C#
using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Robust.Shared.Audio;
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/// <summary>
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/// Contains audio defaults to set for sounds.
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/// This can be used by <see cref="Content.Shared.Audio.SharedContentAudioSystem"/> to apply an audio preset.
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/// </summary>
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[Prototype("audioPreset")]
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public sealed class AudioPresetPrototype : IPrototype
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{
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[IdDataField]
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public string ID { get; } = default!;
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/// <summary>
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/// Should the engine automatically create an auxiliary audio effect slot for this.
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/// </summary>
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[DataField]
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public bool CreateAuxiliary;
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[DataField]
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public float Density;
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[DataField]
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public float Diffusion;
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[DataField]
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public float Gain;
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[DataField("gainHf")]
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public float GainHF;
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[DataField("gainLf")]
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public float GainLF;
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[DataField]
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public float DecayTime;
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[DataField("decayHfRatio")]
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public float DecayHFRatio;
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[DataField("decayLfRatio")]
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public float DecayLFRatio;
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[DataField]
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public float ReflectionsGain;
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[DataField]
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public float ReflectionsDelay;
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[DataField]
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public Vector3 ReflectionsPan;
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[DataField]
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public float LateReverbGain;
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[DataField]
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public float LateReverbDelay;
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[DataField]
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public Vector3 LateReverbPan;
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[DataField]
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public float EchoTime;
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[DataField]
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public float EchoDepth;
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[DataField]
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public float ModulationTime;
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[DataField]
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public float ModulationDepth;
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[DataField("airAbsorptionGainHf")]
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public float AirAbsorptionGainHF;
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[DataField("hfReference")]
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public float HFReference;
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[DataField("lfReference")]
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public float LFReference;
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[DataField]
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public float RoomRolloffFactor;
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[DataField("decayHfLimit")]
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public int DecayHFLimit;
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}
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