Mobility (ComponentMobility): How often this component is allowed to move, used to make various optimizations. Increasing this number will increase latency but reduce potential for underruns. jitter_latency_frames (int32): Induced latency in audio frames to use to account for jitter between mic capture hardware and audio render hardware.Is_ui_sound (bool): Whether or not this sound plays when the game is paused in the UI Is_editor_only (bool): If true, the component will be excluded from non-editor builds Hidden_in_game (bool): Whether to hide the primitive in game, if the primitive is Visible. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.Įnvelope_follower_release_time (int32): The release time in milliseconds for the envelope follower. Can also be accessed from scripting.Ĭoncurrency_set (Set(SoundConcurrency)): What sound concurrency to use for sounds generated by this audio componentĭetail_mode (DetailMode): If detail mode is >= system detail mode, primitive won’t be rendered.Įditable_when_inherited (bool): True if this component can be modified when it was inherited from a parent actor classĮnvelope_follower_attack_time (int32): The attack time in milliseconds for the envelope follower. AudioCaptureComponent ( outer = None, name = 'None' ) ¶Įditor Properties: (see get_editor_property/set_editor_property)Ībsolute_location (bool): If RelativeLocation should be considered relative to the world, rather than the parentĪbsolute_rotation (bool): If RelativeRotation should be considered relative to the world, rather than the parentĪbsolute_scale (bool): If RelativeScale3D should be considered relative to the world, rather than the parentĪllow_spatialization (bool): Is this audio component allowed to be spatialized?Īsset_user_data (Array(AssetUserData)): Array of user data stored with the componentĪttenuation_overrides (SoundAttenuationSettings): If bOverrideSettings is true, the attenuation properties to use for sounds generated by this componentĪttenuation_settings (SoundAttenuation): If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this componentĪuto_activate (bool): Whether the component is activated at creation or must be explicitly activated.īus_sends (Array(SoundSourceBusSendInfo)): This sound will send its audio output to this list of buses if there are bus instances playing after source effects are processed.Ĭan_ever_affect_navigation (bool): Whether this component can potentially influence navigationĬomponent_tags (Array(Name)): Array of tags that can be used for grouping and categorizing. Wolfram Language & System Documentation Center.Class unreal. "AudioCapture." Wolfram Language & System Documentation Center. Wolfram Research (2017), AudioCapture, Wolfram Language function, (updated 2020). $AudioInputDevices can be used to find and return all connected audio devices.Ĭite this as: Wolfram Research (2017), AudioCapture, Wolfram Language function, (updated 2020). By default, $DefaultAudioInputDevice is used for acquisition.Possible settings for Appearance are "Basic" and "Detailed".AudioCapture accepts all Audio options, with the following additions and changes:.AudioCapture can be used to capture the audio signal into an in-memory audio object.AudioCapture places the captured audio under the "Audio" directory in $WolframDocumentsDirectory.The file path file can be specified as a string or as a File object.Once stopped, AudioCapture returns an Audio object that includes the captured audio signal.AudioCapture brings up a user interface for recording audio signals.
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