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.StructBaseFound 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 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, and 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)