unreal.TakeRecorderMicrophoneAudioSource

class unreal.TakeRecorderMicrophoneAudioSource(outer=None, name='None')

Bases: unreal.TakeRecorderMicrophoneAudioSourceSettings

A recording source that records microphone audio

C++ Source:

  • Plugin: Takes

  • Module: TakeRecorderSources

  • File: TakeRecorderMicrophoneAudioSource.h

Editor Properties: (see get_editor_property/set_editor_property)

  • audio_gain (float): [Read-Write] Audio Gain: Gain in decibels to apply to recorded audio

  • audio_sub_directory (str): [Read-Write] Audio Sub Directory: The name of the subdirectory audio will be placed in. Leave this empty to place into the same directory as the sequence base path

  • audio_track_name (Text): [Read-Write] Audio Track Name: Name of the recorded audio track name

  • enabled (bool): [Read-Write] Enabled: True if this source is cued for recording or not

  • replace_recorded_audio (bool): [Read-Write] Replace Recorded Audio: Replace existing recorded audio with any newly recorded audio

  • split_audio_channels_into_separate_tracks (bool): [Read-Write] Split Audio Channels Into Separate Tracks: Whether or not to split mic channels into separate audio tracks. If not true, a max of 2 input channels is supported.

  • take_number (int32): [Read-Write] Take Number

  • track_tint (Color): [Read-Write] Track Tint

property audio_gain

[Read-Write] Audio Gain: Gain in decibels to apply to recorded audio

Type

(float)

property replace_recorded_audio

[Read-Write] Replace Recorded Audio: Replace existing recorded audio with any newly recorded audio

Type

(bool)

property split_audio_channels_into_separate_tracks

[Read-Write] Split Audio Channels Into Separate Tracks: Whether or not to split mic channels into separate audio tracks. If not true, a max of 2 input channels is supported.

Type

(bool)