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marechai/Cicm.Database/Models/SoundSynth.cs

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/******************************************************************************
// Canary Islands Computer Museum Website
// ----------------------------------------------------------------------------
//
// Filename : SoundSynth.cs
// Author(s) : Natalia Portillo <claunia@claunia.com>
//
// --[ Description ] ----------------------------------------------------------
//
// Describes chips that generate sound.
//
// --[ License ] --------------------------------------------------------------
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
// ----------------------------------------------------------------------------
// Copyright © 2003-2018 Natalia Portillo
*******************************************************************************/
using System;
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using System.Collections.Generic;
namespace Cicm.Database.Models
{
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public class SoundSynth
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{
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public SoundSynth()
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{
SoundByMachine = new HashSet<SoundByMachine>();
}
public int Id { get; set; }
public string Name { get; set; }
public int? CompanyId { get; set; }
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public string ModelCode { get; set; }
public DateTime? Introduced { get; set; }
public int? Voices { get; set; }
public double? Frequency { get; set; }
public int? Depth { get; set; }
public int? SquareWave { get; set; }
public int? WhiteNoise { get; set; }
public int? Type { get; set; }
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public virtual Company Company { get; set; }
public virtual ICollection<SoundByMachine> SoundByMachine { get; set; }
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}
}