unreal.BlackmagicMediaOutput
¶
- class unreal.BlackmagicMediaOutput(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MediaOutput
Output information for a MediaCapture. note: ‘Frame Buffer Pixel Format’ must be set to at least 8 bits of alpha to enabled the Key. note: ‘Enable alpha channel support in post-processing’ must be set to ‘Allow through tonemapper’ to enabled the Key.
C++ Source:
Plugin: BlackmagicMedia
Module: BlackmagicMediaOutput
File: BlackmagicMediaOutput.h
Editor Properties: (see get_editor_property/set_editor_property)
audio_bit_depth
(BlackmagicMediaOutputAudioBitDepth): [Read-Write] Bit depth of each audio sample.audio_buffer_size
(int32): [Read-Write] Size of the buffer that holds rendered audio samples, a bigger buffer will produce an output of greater quality but will introduce more delay.audio_sample_rate
(BlackmagicMediaOutputAudioSampleRate): [Read-Write] Sample rate of the audio output.encode_timecode_in_texel
(bool): [Read-Write] Burn Frame Timecode on the output without any frame number clipping.hdr_options
(BlackmagicMediaHDROptions): [Read-Write] HDR Metadata of the video signal.interlaced_fields_timecode_need_to_match
(bool): [Read-Write] Only make sense in interlaced mode. When creating a new Frame the 2 fields need to have the same timecode value. The Engine’s need a TimecodeProvider (or the default system clock) that is in sync with the generated fields.invert_key_output
(bool): [Read-Write] Invert Key Outputlog_drop_frame
(bool): [Read-Write] Log a warning when there’s a drop frame.number_of_blackmagic_buffers
(int32): [Read-Write] Number of frame used to transfer from the system memory to the Blackmagic card. A smaller number is most likely to cause missed frame. A bigger number is most likely to increase latency.number_of_texture_buffers
(int32): [Read-Write] Number of texture used to transfer the texture from the GPU to the system memory. A smaller number is most likely to block the GPU (wait for the transfer to complete). A bigger number is most likely to increase latency. note: Some Capture are not are executed on the GPU. If it’s the case then no buffer will be needed and no buffer will be created.output_audio
(bool): [Read-Write] Whether to capture and output audio from the engine.output_channel_count
(BlackmagicMediaAudioOutputChannelCount): [Read-Write] Number of audio channels to output.output_configuration
(MediaIOOutputConfiguration): [Read-Write] The device, port and video settings that correspond to the output.pixel_format
(BlackmagicMediaOutputPixelFormat): [Read-Write] Native data format internally used by the device before being converted to SDI/HDMI signal.timecode_format
(MediaIOTimecodeFormat): [Read-Write] Whether to embed the Engine’s timecode to the output frame.use_multithreaded_scheduling
(bool): [Read-Write] Whether to use multi threaded scheduling which should improve performance when outputting 4k and 8k content. (Experimental)wait_for_sync_event
(bool): [Read-Write] Try to maintain a the engine “Genlock” with the VSync signal.
- property audio_bit_depth: BlackmagicMediaOutputAudioBitDepth¶
[Read-Write] Bit depth of each audio sample.
- property audio_buffer_size: int¶
[Read-Write] Size of the buffer that holds rendered audio samples, a bigger buffer will produce an output of greater quality but will introduce more delay.
- Type:
(int32)
- property audio_sample_rate: BlackmagicMediaOutputAudioSampleRate¶
[Read-Write] Sample rate of the audio output.
- property encode_timecode_in_texel: bool¶
[Read-Write] Burn Frame Timecode on the output without any frame number clipping.
- Type:
(bool)
- property output_audio: bool¶
[Read-Write] Whether to capture and output audio from the engine.
- Type:
(bool)
- property output_channel_count: BlackmagicMediaAudioOutputChannelCount¶
[Read-Write] Number of audio channels to output.
- property pixel_format: BlackmagicMediaOutputPixelFormat¶
[Read-Write] Native data format internally used by the device before being converted to SDI/HDMI signal.
- Type:
- property timecode_format: MediaIOTimecodeFormat¶
[Read-Write] Whether to embed the Engine’s timecode to the output frame.
- Type: