using System.Runtime.Serialization; namespace BabylonExport.Entities { [DataContract] public class BabylonSound { [DataMember] public string name { get; set; } [DataMember] public float volume { get; set; } [DataMember] public float playbackRate { get; set; } [DataMember] public bool autoplay { get; set; } [DataMember] public bool loop { get; set; } [DataMember] public int soundTrackId { get; set; } [DataMember] public bool spatialSound { get; set; } [DataMember] public float[] position { get; set; } [DataMember] public float refDistance { get; set; } [DataMember] public float rolloffFactor { get; set; } [DataMember] public float maxDistance { get; set; } [DataMember] public string distanceModel { get; set; } [DataMember] public string panningModel { get; set; } [DataMember] public bool isDirectional { get; set; } [DataMember] public float coneInnerAngle { get; set; } [DataMember] public float coneOuterAngle { get; set; } [DataMember] public float coneOuterGain { get; set; } [DataMember] public string connectedMeshId { get; set; } [DataMember] public float[] localDirectionToMesh { get; set; } public BabylonSound() { volume = 1; playbackRate = 1; autoplay = false; loop = false; soundTrackId = -1; spatialSound = false; position = new[] { 0f, 0f, 0f }; refDistance = 1; rolloffFactor = 1; maxDistance = 100; distanceModel = "linear"; panningModel = "equalpower"; isDirectional = false; coneInnerAngle = 360; coneOuterAngle = 360; coneOuterGain = 0; localDirectionToMesh = new[] { 1f, 0f, 0f }; } } }