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    Class BatchSoundEffectImporter.Input

    Everything needed to create a batch of clip definitions.

    Inheritance
    object
    BatchSoundEffectImporter.Input
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    Namespace: Serenity.AudioPlayer.Infrastructure.Settings.Editor.Builder
    Assembly: Serenity.UnityAudioPlayer.Infrastructure.Editor.dll
    Syntax
    public sealed class BatchSoundEffectImporter.Input

    Constructors

    Input()

    Declaration
    public Input()

    Fields

    FolderPath

    Project folder the clip definition assets are created in. Where external audio files are copied is decided separately per ImportExternalAudioFile(string, string, out string) call.

    Declaration
    public string FolderPath
    Field Value
    Type Description
    string

    Items

    Declaration
    public List<BatchSoundEffectImporter.Item> Items
    Field Value
    Type Description
    List<BatchSoundEffectImporter.Item>

    MakeUniqueNames

    When true, colliding asset paths are made unique automatically; when false a collision is a hard validation error so nothing is silently overwritten.

    Declaration
    public bool MakeUniqueNames
    Field Value
    Type Description
    bool

    RegisterAsAddressables

    When true, the referenced audio clips and the created definitions are registered in the Serenity Addressables group with the audio-player module label. Clips are registered before the definitions are built so the stored clip path resolves to an Addressables address instead of a raw asset path. Clip registration is intentionally not undone by the rollback on failure — an addressable clip is the desired end state regardless. Tests disable this to keep the Addressables settings asset untouched.

    Declaration
    public bool RegisterAsAddressables
    Field Value
    Type Description
    bool
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