unreal.MetaHumanPerformanceMovieSceneAudioSection¶
- class unreal.MetaHumanPerformanceMovieSceneAudioSection(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MovieSceneAudioSectionImplements a MovieSceneAudioSection that holds a reference to a PerformanceShot asset allowing customization of how to display it in Sequencer
C++ Source:
Plugin: MetaHuman
Module: MetaHumanPerformance
File: MetaHumanPerformanceMovieSceneAudioSection.h
Editor Properties: (see get_editor_property/set_editor_property)
attenuation_settings(SoundAttenuation): [Read-Write] The attenuation settings to use.color_tint(Color): [Read-Write] The color tint for this sectioncondition_container(MovieSceneConditionContainer): [Read-Write] Optional dynamic condition for whether this section evaluates at runtime.decorations(MovieSceneDecorationContainer): [Read-Write] Array of decorations for this movie sceneeasing(MovieSceneEasingSettings): [Read-Write]eval_options(MovieSceneSectionEvalOptions): [Read-Write]is_active(bool): [Read-Write] Toggle whether this section is active/inactiveis_locked(bool): [Read-Write] Toggle whether this section is locked/unlockedlooping(bool): [Read-Write] Allow looping if the section length is greater than the sound durationoverride_attenuation(bool): [Read-Write] Should the attenuation settings on this section be used.play_until_finished(bool): [Read-Write] When true, the section’s evaluation range is extended past its visual end so the sound plays to completion while remaining under sequencer control (pause, volume/pitch keyframes still apply). Only used for one-shot sounds. Active when Sequencer.Audio.UsePlayUntilFinished CVAR is enabled.post_roll_frames(FrameNumber): [Read-Write] The amount of time to continue ‘postrolling’ this section for after evaluation has ended.pre_roll_frames(FrameNumber): [Read-Write] The amount of time to prepare this section for evaluation before it actually starts.repeating(bool): [Read-Write] Restart a one-shot sound at frame boundaries when section length exceeds sound duration. Active when Sequencer.Audio.UseRepeating CVAR is enabled.section_range(MovieSceneFrameRange): [Read-Write] The range in which this section is activesound(SoundBase): [Read-Write] The sound cue or wave that this section playsstart_frame_offset(FrameNumber): [Read-Write] The offset into the beginning of the audio clipsuppress_subtitles(bool): [Read-Write]timecode_source(MovieSceneTimecodeSource): [Read-Write] The timecode at which this movie scene section is based (ie. when it was recorded)