unreal.FoundMIDIDevice
¶
- class unreal.FoundMIDIDevice(device_id: int = 0, device_name: str = '', can_receive_from: bool = False, can_send_to: bool = False, is_already_in_use: bool = False, is_default_input_device: bool = False, is_default_output_device: bool = False)¶
Bases:
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, and 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 can_receive_from: bool¶
[Read-Only] True if the device supports sending events to us
- Type:
(bool)
- property can_send_to: bool¶
[Read-Only] True if the device supports receiving events from us
- Type:
(bool)
- property device_name: str¶
[Read-Only] The name of this device. This name comes from the MIDI hardware, and might not be unique
- Type:
(str)
- property is_already_in_use: bool¶
[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)