cleanup
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@@ -4,8 +4,6 @@ namespace SplashEdit.RuntimeCode
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{
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/// <summary>
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/// Pre-converted audio clip data ready for splashpack serialization.
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/// Populated by the Editor (PSXSceneExporter) so Runtime code never
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/// touches PSXAudioConverter.
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/// </summary>
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public struct AudioClipExport
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{
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@@ -18,9 +16,10 @@ namespace SplashEdit.RuntimeCode
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/// <summary>
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/// Attach to a GameObject to include an audio clip in the PS1 build.
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/// At export time, the AudioClip is converted to SPU ADPCM and packed
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/// into the splashpack binary. Use Audio.Play(clipIndex) from Lua.
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/// into the splashpack for runtime loading.
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/// </summary>
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[AddComponentMenu("PSX/Audio Clip")]
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[Icon("Packages/net.psxsplash.splashedit/Icons/PSXAudioClip.png")]
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public class PSXAudioClip : MonoBehaviour
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{
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[Tooltip("Name used to identify this clip in Lua (Audio.Play(\"name\"))." )]
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