ShareX/ShareX.ScreenCaptureLib/Forms/FFmpegOptionsForm.ko-KR.resx
2017-06-10 03:08:17 +03:00

188 lines
8.8 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<comment>This is a comment</comment>
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There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
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: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
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mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<resheader name="resmimetype">
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<resheader name="version">
<value>2.0</value>
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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<data name="$this.Text" xml:space="preserve">
<value>ShareX - FFmpeg 설정</value>
</data>
<data name="btnCopyPreview.Text" xml:space="preserve">
<value>복사</value>
</data>
<data name="btnDownload.Text" xml:space="preserve">
<value>다운로드</value>
</data>
<data name="tbAACBitrate.ToolTip" xml:space="preserve">
<value>기본값은 128k입니다.</value>
</data>
<data name="tbVorbis_qscale.ToolTip" xml:space="preserve">
<value>범위는 0부터 10까지이며, 10이 최고 품질입니다. 3~6 사이에서 조절하면 괜찮습니다. 기본값은 3입니다.</value>
</data>
<data name="btnRefreshSources.Text" xml:space="preserve">
<value>새로고침</value>
</data>
<data name="btnTest.Text" xml:space="preserve">
<value>CMD로 테스트</value>
</data>
<data name="cbCustomCommands.Text" xml:space="preserve">
<value>명령 직접 입력</value>
</data>
<data name="gbCommandLinePreview.Text" xml:space="preserve">
<value>명령줄 미리보기</value>
</data>
<data name="gbSource.Text" xml:space="preserve">
<value>소스</value>
</data>
<data name="lblAACQuality.Text" xml:space="preserve">
<value>비트레이트:</value>
</data>
<data name="lblAudioCodec.Text" xml:space="preserve">
<value>오디오 코덱:</value>
</data>
<data name="lblAudioSource.Text" xml:space="preserve">
<value>오디오 소스:</value>
</data>
<data name="lblCodec.Text" xml:space="preserve">
<value>비디오 코덱:</value>
</data>
<data name="lblMP3Quality.Text" xml:space="preserve">
<value>품질:</value>
</data>
<data name="lblVideoSource.Text" xml:space="preserve">
<value>비디오 소스:</value>
</data>
<data name="lblVorbisQuality.Text" xml:space="preserve">
<value>품질:</value>
</data>
<data name="gbCommandLineArgs.Text" xml:space="preserve">
<value>추가 명령줄 인자</value>
</data>
<data name="gbCodecs.Text" xml:space="preserve">
<value>코덱</value>
</data>
<data name="nudx264CRF.ToolTip" xml:space="preserve">
<value>항율 인자 (CRF): 양자화 스케일의 범위는 0부터 51까지이며, 0은 무손실, 23이 기본값, 그리고 51이 가능한 최저 품질입니다.
낮은 값은 더 나은 품질을 의미하며, 주관적으로 괜찮다고 생각하는 범위는 18과 28 사이입니다.
18 정도면 겉보기에 거의 손실이 없습니다. 정확히 말하자면 무손실은 아니지만 입력 영상이 그대로 보존되는 것처럼 보이죠.
이 숫자는 로그 스케일이라 CRF값을 6 늘리면 비트레이트가 대략 절반으로 줄어들며 6 줄이면 대략 두 배로 늘어납니다.
일반적으로는 그럭저럭 괜찮은 품질을 출력할 수 있는 제일 높은 CRF값을 사용합니다.
출력물이 괜찮으면 더 높은 CRF값을, 괜찮지 않으면 더 낮은 CRF값을 사용하세요.</value>
</data>
<data name="tbMP3_qscale.ToolTip" xml:space="preserve">
<value>범위는 0부터 9까지이며, 낮을수록 더 나은 품질을 제공합니다. 0부터 3까지는 보통 깨끗한 결과를, 기본값인 4는 겉보기에 깨끗한 결과를 내놓으며, 6은 "그럭저럭 볼 만한" 품질의 결과를 내놓습니다.</value>
</data>
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