unreal.FoundMIDIDevice
¶
-
class
unreal.
FoundMIDIDevice
(device_id=0, device_name='', can_receive_from=False, can_send_to=False, is_already_in_use=False, is_default_input_device=False, is_default_output_device=False)¶ Bases:
unreal.StructBase
Found MIDIDevice
C++ Source:
Plugin: MIDIDevice
Module: MIDIDevice
File: MIDIDeviceManager.h
Editor Properties: (see get_editor_property/set_editor_property)
can_receive_from
(bool): [Read-Write] True if the device supports sending events to uscan_send_to
(bool): [Read-Write] True if the device supports receiving events from usdevice_id
(int32): [Read-Write] The unique ID of this MIDI devicedevice_name
(str): [Read-Write] The name of this device. This name comes from the MIDI hardware, any might not be uniqueis_already_in_use
(bool): [Read-Write] Whether the device is already in use. You might not want to create a controller for devices that are busy. Someone else could be using it.is_default_input_device
(bool): [Read-Write] True if this is the default MIDI device for input on this systemis_default_output_device
(bool): [Read-Write] True if this is the default MIDI device for output on this system
-
property
device_id
¶ [Read-Only] The unique ID of this MIDI device
- Type
(int32)
-
property
device_name
¶ [Read-Only] The name of this device. This name comes from the MIDI hardware, any might not be unique
- Type
(str)
-
property
is_already_in_use
¶ [Read-Only] Whether the device is already in use. You might not want to create a controller for devices that are busy. Someone else could be using it.
- Type
(bool)