internal Effects(System.Xml.XmlReader reader) { Volume = reader.GetIntegerAttribute("Volume"); FadeInTime = reader.GetIntegerAttributeOrDefault("FadeIn", 0); FadeOutTime = reader.GetIntegerAttributeOrDefault("FadeOut", 0); CrossFading = reader.GetBooleanAttributeOrDefault("CrossFading", false); HasRandomVolume = reader.GetBooleanAttributeOrDefault("HasRandomVolume", false); MinRandomVolume = reader.GetIntegerAttributeOrDefault("MinRandomVolume", 50); MaxRandomVolume = reader.GetIntegerAttributeOrDefault("MaxRandomVolume", 100); m_Pitch = new IntEffect("Pitch", reader, 0); m_Balance = new BalanceEffect(reader); m_Volume = new IntEffect("Volume", reader, 0); m_Speakers = new SpeakerAssignmentEffect(reader); m_Reverb = new ReverbEffect(reader); m_Tempo = new IntEffect("Tempo", reader, 0); #region tdmod m_CueIn = new CueEffect("CueIn", reader); m_CueOut = new CueEffect("CueOut", reader); #endregion if (reader.IsEmptyElement) { reader.Read(); } else { reader.Read(); reader.ReadInnerXml(); reader.ReadEndElement(); } }
internal Effects() { Volume = 100; FadeInTime = 0; FadeOutTime = 0; CrossFading = false; HasRandomVolume = false; MinRandomVolume = 50; MaxRandomVolume = 100; m_Pitch = new IntEffect("Pitch", 0); m_Balance = new BalanceEffect(); m_Volume = new IntEffect("Volume", 0); m_Speakers = new SpeakerAssignmentEffect(); m_Reverb = new ReverbEffect(); m_Tempo = new IntEffect("Tempo", 0); #region tdmod m_CueIn = new CueEffect("CueIn"); m_CueOut = new CueEffect("CueOut"); #endregion }