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SequencePhase

Class Documentation

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A phase of a Sequence: one named span of the timeline. The phases of a sequence play in the order of SequenceCategory.Phases, and action times count from the start of a phase (see SequenceTiming).

Properties

DefaultDuration

F32 = 1
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Duration of the phase, in seconds, unless an override changes it for a sequence or a playback. Action times in the phase are clamped to the duration of the phase. If the sequence does not override the duration, DefaultDuration is also the authored duration that SequenceTiming.ScaleTiming scales against.

name

String = ""
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Name by which the code that plays the sequence moves a playback to this phase. TFT interface screens use it to step through hold phases.

type

U32 = 0
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How the phase ends.

Value Name Behaviour
0 Timed The phase ends when its duration elapses, and the next phase starts.
1 Hold The phase never ends by itself. The code that plays the sequence moves the playback on by phase name.
2 Wait for actions After its duration elapses, the phase ends only when every running action allows it to end.
Other Hold Same as 1.

If a phase from the Start phase to the End phase of an action is not of type 0, the duration of that action is indefinite.

Referenced by 1 class · 1 property