/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include namespace Aws { namespace Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace MediaConvert { namespace Model { /** * Use Manual audio remixing (RemixSettings) to adjust audio levels for each audio * channel in each output of your job. With audio remixing, you can output more or * fewer audio channels than your input audio source provides.

See Also:

* AWS * API Reference

*/ class AWS_MEDIACONVERT_API RemixSettings { public: RemixSettings(); RemixSettings(Aws::Utils::Json::JsonView jsonValue); RemixSettings& operator=(Aws::Utils::Json::JsonView jsonValue); Aws::Utils::Json::JsonValue Jsonize() const; /** * Channel mapping (ChannelMapping) contains the group of fields that hold the * remixing value for each channel. Units are in dB. Acceptable values are within * the range from -60 (mute) through 6. A setting of 0 passes the input channel * unchanged to the output channel (no attenuation or amplification). */ inline const ChannelMapping& GetChannelMapping() const{ return m_channelMapping; } /** * Channel mapping (ChannelMapping) contains the group of fields that hold the * remixing value for each channel. Units are in dB. Acceptable values are within * the range from -60 (mute) through 6. A setting of 0 passes the input channel * unchanged to the output channel (no attenuation or amplification). */ inline bool ChannelMappingHasBeenSet() const { return m_channelMappingHasBeenSet; } /** * Channel mapping (ChannelMapping) contains the group of fields that hold the * remixing value for each channel. Units are in dB. Acceptable values are within * the range from -60 (mute) through 6. A setting of 0 passes the input channel * unchanged to the output channel (no attenuation or amplification). */ inline void SetChannelMapping(const ChannelMapping& value) { m_channelMappingHasBeenSet = true; m_channelMapping = value; } /** * Channel mapping (ChannelMapping) contains the group of fields that hold the * remixing value for each channel. Units are in dB. Acceptable values are within * the range from -60 (mute) through 6. A setting of 0 passes the input channel * unchanged to the output channel (no attenuation or amplification). */ inline void SetChannelMapping(ChannelMapping&& value) { m_channelMappingHasBeenSet = true; m_channelMapping = std::move(value); } /** * Channel mapping (ChannelMapping) contains the group of fields that hold the * remixing value for each channel. Units are in dB. Acceptable values are within * the range from -60 (mute) through 6. A setting of 0 passes the input channel * unchanged to the output channel (no attenuation or amplification). */ inline RemixSettings& WithChannelMapping(const ChannelMapping& value) { SetChannelMapping(value); return *this;} /** * Channel mapping (ChannelMapping) contains the group of fields that hold the * remixing value for each channel. Units are in dB. Acceptable values are within * the range from -60 (mute) through 6. A setting of 0 passes the input channel * unchanged to the output channel (no attenuation or amplification). */ inline RemixSettings& WithChannelMapping(ChannelMapping&& value) { SetChannelMapping(std::move(value)); return *this;} /** * Specify the number of audio channels from your input that you want to use in * your output. With remixing, you might combine or split the data in these * channels, so the number of channels in your final output might be different. */ inline int GetChannelsIn() const{ return m_channelsIn; } /** * Specify the number of audio channels from your input that you want to use in * your output. With remixing, you might combine or split the data in these * channels, so the number of channels in your final output might be different. */ inline bool ChannelsInHasBeenSet() const { return m_channelsInHasBeenSet; } /** * Specify the number of audio channels from your input that you want to use in * your output. With remixing, you might combine or split the data in these * channels, so the number of channels in your final output might be different. */ inline void SetChannelsIn(int value) { m_channelsInHasBeenSet = true; m_channelsIn = value; } /** * Specify the number of audio channels from your input that you want to use in * your output. With remixing, you might combine or split the data in these * channels, so the number of channels in your final output might be different. */ inline RemixSettings& WithChannelsIn(int value) { SetChannelsIn(value); return *this;} /** * Specify the number of channels in this output after remixing. Valid values: 1, * 2, 4, 6, 8... 64. (1 and even numbers to 64.) */ inline int GetChannelsOut() const{ return m_channelsOut; } /** * Specify the number of channels in this output after remixing. Valid values: 1, * 2, 4, 6, 8... 64. (1 and even numbers to 64.) */ inline bool ChannelsOutHasBeenSet() const { return m_channelsOutHasBeenSet; } /** * Specify the number of channels in this output after remixing. Valid values: 1, * 2, 4, 6, 8... 64. (1 and even numbers to 64.) */ inline void SetChannelsOut(int value) { m_channelsOutHasBeenSet = true; m_channelsOut = value; } /** * Specify the number of channels in this output after remixing. Valid values: 1, * 2, 4, 6, 8... 64. (1 and even numbers to 64.) */ inline RemixSettings& WithChannelsOut(int value) { SetChannelsOut(value); return *this;} private: ChannelMapping m_channelMapping; bool m_channelMappingHasBeenSet; int m_channelsIn; bool m_channelsInHasBeenSet; int m_channelsOut; bool m_channelsOutHasBeenSet; }; } // namespace Model } // namespace MediaConvert } // namespace Aws