unreal.MetasoundGeneratorHandle
¶
- class unreal.MetasoundGeneratorHandle(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Blueprint-facing interface to a FMetasoundGenerator on a UAudioComponent.
C++ Source:
Plugin: Metasound
Module: MetasoundEngine
File: MetasoundGeneratorHandle.h
- apply_parameter_pack(pack) bool ¶
Makes a copy of the supplied parameter pack and passes it to the MetaSoundGenerator for asynchronous processing. IT ALSO caches this copy so that if the AudioComponent is virtualized the parameter pack will be sent again when/if the AudioComponent is “unvirtualized”.
- Parameters:
pack (MetasoundParameterPack) –
- Return type:
- classmethod create_meta_sound_generator_handle(on_component) MetasoundGeneratorHandle ¶
Create Meta Sound Generator Handle
- Parameters:
on_component (AudioComponent) –
- Return type:
- enable_runtime_render_timing(enable) None ¶
Enable the profiling of the MetaSound render for this playing instance. You must call this before calling “GetRuntimeCPUCoreUtilization” (below) or you will just get 0.0 back for core utilization.
- Parameters:
enable (bool) –
- get_cpu_core_utilization() double ¶
Get the CPU usage as “fraction of real time” used to render this metasound. NOTE: The MetasoundSource asset MUST have had its EnableRenderTiming function called before the metasound is started!
- Return type:
double
- watch_output(output_name, on_output_value_changed, analyzer_name='None', analyzer_output_name='None') bool ¶
Watch an output value.
- Parameters:
output_name (Name) – The user-specified name of the output in the Metasound
on_output_value_changed (OnMetasoundOutputValueChanged) – The event to fire when the output’s value changes
analyzer_name (Name) – (optional) The name of the analyzer to use on the output, defaults to a passthrough
analyzer_output_name (Name) – (optional) The name of the output on the analyzer to watch, defaults to the passthrough output
- Returns:
true if the watch setup succeeded, false otherwise
- Return type: