unreal.MusicHandle

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

Bases: Interface

Music Handle

C++ Source:

  • Plugin: MusicEnvironment

  • Module: MusicEnvironment

  • File: MusicHandle.h

become_global_music_clock_authority() None

Become Global Music Clock Authority

branch_on_transport_state() MusicHanldeTransportState

Branch on Transport State

Returns:

branches (MusicHanldeTransportState):

Return type:

MusicHanldeTransportState

continue_() None

Continue

get_current_bar_beat() -> (bar=float, beat_in_bar=float, branches=MusicHanldeClockValidity)

Get Current Bar Beat

Returns:

bar (float):

beat_in_bar (float):

branches (MusicHanldeClockValidity):

Return type:

tuple

get_music_clock_source() MusicEnvironmentClockSource

Get Music Clock Source

Return type:

MusicEnvironmentClockSource

get_transport_state() MusicHanldeTransportState

Get Transport State

Return type:

MusicHanldeTransportState

is_ready_to_play(from_seconds=0.000000) bool

/ Transport

Parameters:

from_seconds (float)

Return type:

bool

is_using_asset(asset) bool

Is Using Asset

Parameters:

asset (MusicalAsset)

Return type:

bool

is_valid() bool

Is Valid

Return type:

bool

kill() None

Kill

pause() None

Pause

play(from_seconds=0.000000) bool

Play

Parameters:

from_seconds (float)

Return type:

bool

register_as_tagged_clock(tag) None

Register as Tagged Clock

Parameters:

tag (GameplayTag)

relinquish_global_music_clock_authority() None

Relinquish Global Music Clock Authority

stop() None

Stop

unregister_as_tagged_clock(tag=['None']) None

Unregister as Tagged Clock

Parameters:

tag (GameplayTag)