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.StructBase

Found 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 us
  • can_send_to (bool): [Read-Write] True if the device supports receiving events from us
  • device_id (int32): [Read-Write] The unique ID of this MIDI device
  • device_name (str): [Read-Write] The name of this device. This name comes from the MIDI hardware, any might not be unique
  • is_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 system
  • is_default_output_device (bool): [Read-Write] True if this is the default MIDI device for output on this system
can_receive_from

(bool) – [Read-Only] True if the device supports sending events to us

can_send_to

(bool) – [Read-Only] True if the device supports receiving events from us

device_id

(int32) – [Read-Only] The unique ID of this MIDI device

device_name

(str) – [Read-Only] The name of this device. This name comes from the MIDI hardware, any might not be unique

is_already_in_use

(bool) – [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.

is_default_input_device

(bool) – [Read-Only] True if this is the default MIDI device for input on this system

is_default_output_device

(bool) – [Read-Only] True if this is the default MIDI device for output on this system