unreal.QuartzSubsystem

class unreal.QuartzSubsystem(outer: Object | None = None, name: Name | str = 'None')

Bases: TickableWorldSubsystem

Quartz Subsystem

C++ Source:

  • Module: AudioMixer

  • File: QuartzSubsystem.h

create_new_clock(world_context_object, clock_name, settings, override_settings_if_clock_exists=False, use_audio_engine_clock_manager=True) QuartzClockHandle

Clock Creation create a new clock (or return handle if clock already exists)

Parameters:
Return type:

QuartzClockHandle

delete_clock_by_handle(world_context_object, clock_handle) QuartzClockHandle

delete an existing clock given its clock handle

Parameters:
Returns:

clock_handle (QuartzClockHandle):

Return type:

QuartzClockHandle

delete_clock_by_name(world_context_object, clock_name) None

delete an existing clock given its name

Parameters:
  • world_context_object (Object) –

  • clock_name (Name) –

does_clock_exist(world_context_object, clock_name) bool

returns true if the clock exists

Parameters:
  • world_context_object (Object) –

  • clock_name (Name) –

Return type:

bool

get_audio_render_thread_to_game_thread_average_latency() float

latency data (Audio Render Thread -> Game thread)

Return type:

float

get_audio_render_thread_to_game_thread_max_latency() float

Get Audio Render Thread to Game Thread Max Latency

Return type:

float

get_audio_render_thread_to_game_thread_min_latency() float

Get Audio Render Thread to Game Thread Min Latency

Return type:

float

get_current_clock_timestamp(world_context_object, clock_name) QuartzTransportTimeStamp

Retrieves a timestamp for the clock

Parameters:
  • world_context_object (Object) –

  • clock_name (Name) –

Return type:

QuartzTransportTimeStamp

get_duration_of_quantization_type_in_seconds(world_context_object, clock_name, quantization_type, multiplier=1.000000) float

Returns the duration in seconds of the given Quantization Type

Parameters:
Return type:

float

get_estimated_clock_run_time(world_context_object, clock_name) float

Returns the amount of time, in seconds, the clock has been running. Caution: due to latency, this will not be perfectly accurate

Parameters:
  • world_context_object (Object) –

  • clock_name (Name) –

Return type:

float

get_game_thread_to_audio_render_thread_average_latency(world_context_object) float

latency data (Game thread -> Audio Render Thread)

Parameters:

world_context_object (Object) –

Return type:

float

get_game_thread_to_audio_render_thread_max_latency(world_context_object) float

Get Game Thread to Audio Render Thread Max Latency

Parameters:

world_context_object (Object) –

Return type:

float

get_game_thread_to_audio_render_thread_min_latency(world_context_object) float

Get Game Thread to Audio Render Thread Min Latency

Parameters:

world_context_object (Object) –

Return type:

float

get_handle_for_clock(world_context_object, clock_name) QuartzClockHandle

get handle for existing clock

Parameters:
  • world_context_object (Object) –

  • clock_name (Name) –

Return type:

QuartzClockHandle

get_round_trip_average_latency(world_context_object) float

latency data (Round trip)

Parameters:

world_context_object (Object) –

Return type:

float

get_round_trip_max_latency(world_context_object) float

Get Round Trip Max Latency

Parameters:

world_context_object (Object) –

Return type:

float

get_round_trip_min_latency(world_context_object) float

Get Round Trip Min Latency

Parameters:

world_context_object (Object) –

Return type:

float

is_clock_running(world_context_object, clock_name) bool

returns true if the clock is running

Parameters:
  • world_context_object (Object) –

  • clock_name (Name) –

Return type:

bool

is_quartz_enabled() bool

Is Quartz Enabled

Return type:

bool

set_quartz_subsystem_tickable_when_paused(tickable_when_paused) None

Set Quartz Subsystem Tickable when Paused

Parameters:

tickable_when_paused (bool) –