godot/editor/import/resource_importer_wav.h
Rémi Verschelde 49c065d29c Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00

31 lines
1 KiB
C++

#ifndef RESOURCEIMPORTWAV_H
#define RESOURCEIMPORTWAV_H
#include "io/resource_import.h"
class ResourceImporterWAV : public ResourceImporter {
GDCLASS(ResourceImporterWAV,ResourceImporter)
public:
virtual String get_importer_name() const;
virtual String get_visible_name() const;
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual String get_save_extension() const;
virtual String get_resource_type() const;
virtual int get_preset_count() const;
virtual String get_preset_name(int p_idx) const;
virtual void get_import_options(List<ImportOption> *r_options,int p_preset=0) const;
virtual bool get_option_visibility(const String& p_option,const Map<StringName,Variant>& p_options) const;
void _compress_ima_adpcm(const Vector<float>& p_data,PoolVector<uint8_t>& dst_data);
virtual Error import(const String& p_source_file,const String& p_save_path,const Map<StringName,Variant>& p_options,List<String>* r_platform_variants,List<String>* r_gen_files=NULL);
ResourceImporterWAV();
};
#endif // RESOURCEIMPORTWAV_H