AWS SDK for C++  1.9.71
AWS SDK for C++
Public Member Functions | List of all members
Aws::MediaConvert::Model::MotionImageInserter Class Reference

#include <MotionImageInserter.h>

Public Member Functions

 MotionImageInserter ()
 
 MotionImageInserter (Aws::Utils::Json::JsonView jsonValue)
 
MotionImageInserteroperator= (Aws::Utils::Json::JsonView jsonValue)
 
Aws::Utils::Json::JsonValue Jsonize () const
 
const MotionImageInsertionFramerateGetFramerate () const
 
bool FramerateHasBeenSet () const
 
void SetFramerate (const MotionImageInsertionFramerate &value)
 
void SetFramerate (MotionImageInsertionFramerate &&value)
 
MotionImageInserterWithFramerate (const MotionImageInsertionFramerate &value)
 
MotionImageInserterWithFramerate (MotionImageInsertionFramerate &&value)
 
const Aws::StringGetInput () const
 
bool InputHasBeenSet () const
 
void SetInput (const Aws::String &value)
 
void SetInput (Aws::String &&value)
 
void SetInput (const char *value)
 
MotionImageInserterWithInput (const Aws::String &value)
 
MotionImageInserterWithInput (Aws::String &&value)
 
MotionImageInserterWithInput (const char *value)
 
const MotionImageInsertionModeGetInsertionMode () const
 
bool InsertionModeHasBeenSet () const
 
void SetInsertionMode (const MotionImageInsertionMode &value)
 
void SetInsertionMode (MotionImageInsertionMode &&value)
 
MotionImageInserterWithInsertionMode (const MotionImageInsertionMode &value)
 
MotionImageInserterWithInsertionMode (MotionImageInsertionMode &&value)
 
const MotionImageInsertionOffsetGetOffset () const
 
bool OffsetHasBeenSet () const
 
void SetOffset (const MotionImageInsertionOffset &value)
 
void SetOffset (MotionImageInsertionOffset &&value)
 
MotionImageInserterWithOffset (const MotionImageInsertionOffset &value)
 
MotionImageInserterWithOffset (MotionImageInsertionOffset &&value)
 
const MotionImagePlaybackGetPlayback () const
 
bool PlaybackHasBeenSet () const
 
void SetPlayback (const MotionImagePlayback &value)
 
void SetPlayback (MotionImagePlayback &&value)
 
MotionImageInserterWithPlayback (const MotionImagePlayback &value)
 
MotionImageInserterWithPlayback (MotionImagePlayback &&value)
 
const Aws::StringGetStartTime () const
 
bool StartTimeHasBeenSet () const
 
void SetStartTime (const Aws::String &value)
 
void SetStartTime (Aws::String &&value)
 
void SetStartTime (const char *value)
 
MotionImageInserterWithStartTime (const Aws::String &value)
 
MotionImageInserterWithStartTime (Aws::String &&value)
 
MotionImageInserterWithStartTime (const char *value)
 

Detailed Description

Overlay motion graphics on top of your video. The motion graphics that you specify here appear on all outputs in all output groups. For more information, see https://docs.aws.amazon.com/mediaconvert/latest/ug/motion-graphic-overlay.html.

See Also:

AWS API Reference

Definition at line 39 of file MotionImageInserter.h.

Constructor & Destructor Documentation

◆ MotionImageInserter() [1/2]

Aws::MediaConvert::Model::MotionImageInserter::MotionImageInserter ( )

◆ MotionImageInserter() [2/2]

Aws::MediaConvert::Model::MotionImageInserter::MotionImageInserter ( Aws::Utils::Json::JsonView  jsonValue)

Member Function Documentation

◆ FramerateHasBeenSet()

bool Aws::MediaConvert::Model::MotionImageInserter::FramerateHasBeenSet ( ) const
inline

If your motion graphic asset is a .mov file, keep this setting unspecified. If your motion graphic asset is a series of .png files, specify the frame rate of the overlay in frames per second, as a fraction. For example, specify 24 fps as 24/1. Make sure that the number of images in your series matches the frame rate and your intended overlay duration. For example, if you want a 30-second overlay at 30 fps, you should have 900 .png images. This overlay frame rate doesn't need to match the frame rate of the underlying video.

Definition at line 68 of file MotionImageInserter.h.

◆ GetFramerate()

const MotionImageInsertionFramerate& Aws::MediaConvert::Model::MotionImageInserter::GetFramerate ( ) const
inline

If your motion graphic asset is a .mov file, keep this setting unspecified. If your motion graphic asset is a series of .png files, specify the frame rate of the overlay in frames per second, as a fraction. For example, specify 24 fps as 24/1. Make sure that the number of images in your series matches the frame rate and your intended overlay duration. For example, if you want a 30-second overlay at 30 fps, you should have 900 .png images. This overlay frame rate doesn't need to match the frame rate of the underlying video.

Definition at line 57 of file MotionImageInserter.h.

◆ GetInput()

const Aws::String& Aws::MediaConvert::Model::MotionImageInserter::GetInput ( ) const
inline

Specify the .mov file or series of .png files that you want to overlay on your video. For .png files, provide the file name of the first file in the series. Make sure that the names of the .png files end with sequential numbers that specify the order that they are played in. For example, overlay_000.png, overlay_001.png, overlay_002.png, and so on. The sequence must start at zero, and each image file name must have the same number of digits. Pad your initial file names with enough zeros to complete the sequence. For example, if the first image is overlay_0.png, there can be only 10 images in the sequence, with the last image being overlay_9.png. But if the first image is overlay_00.png, there can be 100 images in the sequence.

Definition at line 127 of file MotionImageInserter.h.

◆ GetInsertionMode()

const MotionImageInsertionMode& Aws::MediaConvert::Model::MotionImageInserter::GetInsertionMode ( ) const
inline

Choose the type of motion graphic asset that you are providing for your overlay. You can choose either a .mov file or a series of .png files.

Definition at line 232 of file MotionImageInserter.h.

◆ GetOffset()

const MotionImageInsertionOffset& Aws::MediaConvert::Model::MotionImageInserter::GetOffset ( ) const
inline

Use Offset to specify the placement of your motion graphic overlay on the video frame. Specify in pixels, from the upper-left corner of the frame. If you don't specify an offset, the service scales your overlay to the full size of the frame. Otherwise, the service inserts the overlay at its native resolution and scales the size up or down with any video scaling.

Definition at line 272 of file MotionImageInserter.h.

◆ GetPlayback()

const MotionImagePlayback& Aws::MediaConvert::Model::MotionImageInserter::GetPlayback ( ) const
inline

Specify whether your motion graphic overlay repeats on a loop or plays only once.

Definition at line 324 of file MotionImageInserter.h.

◆ GetStartTime()

const Aws::String& Aws::MediaConvert::Model::MotionImageInserter::GetStartTime ( ) const
inline

Specify when the motion overlay begins. Use timecode format (HH:MM:SS:FF or HH:MM:SS;FF). Make sure that the timecode you provide here takes into account how you have set up your timecode configuration under both job settings and input settings. The simplest way to do that is to set both to start at 0. If you need to set up your job to follow timecodes embedded in your source that don't start at zero, make sure that you specify a start time that is after the first embedded timecode. For more information, see https://docs.aws.amazon.com/mediaconvert/latest/ug/setting-up-timecode.html Find job-wide and input timecode configuration settings in your JSON job settings specification at settings>timecodeConfig>source and settings>inputs>timecodeSource.

Definition at line 370 of file MotionImageInserter.h.

◆ InputHasBeenSet()

bool Aws::MediaConvert::Model::MotionImageInserter::InputHasBeenSet ( ) const
inline

Specify the .mov file or series of .png files that you want to overlay on your video. For .png files, provide the file name of the first file in the series. Make sure that the names of the .png files end with sequential numbers that specify the order that they are played in. For example, overlay_000.png, overlay_001.png, overlay_002.png, and so on. The sequence must start at zero, and each image file name must have the same number of digits. Pad your initial file names with enough zeros to complete the sequence. For example, if the first image is overlay_0.png, there can be only 10 images in the sequence, with the last image being overlay_9.png. But if the first image is overlay_00.png, there can be 100 images in the sequence.

Definition at line 141 of file MotionImageInserter.h.

◆ InsertionModeHasBeenSet()

bool Aws::MediaConvert::Model::MotionImageInserter::InsertionModeHasBeenSet ( ) const
inline

Choose the type of motion graphic asset that you are providing for your overlay. You can choose either a .mov file or a series of .png files.

Definition at line 238 of file MotionImageInserter.h.

◆ Jsonize()

Aws::Utils::Json::JsonValue Aws::MediaConvert::Model::MotionImageInserter::Jsonize ( ) const

◆ OffsetHasBeenSet()

bool Aws::MediaConvert::Model::MotionImageInserter::OffsetHasBeenSet ( ) const
inline

Use Offset to specify the placement of your motion graphic overlay on the video frame. Specify in pixels, from the upper-left corner of the frame. If you don't specify an offset, the service scales your overlay to the full size of the frame. Otherwise, the service inserts the overlay at its native resolution and scales the size up or down with any video scaling.

Definition at line 281 of file MotionImageInserter.h.

◆ operator=()

MotionImageInserter& Aws::MediaConvert::Model::MotionImageInserter::operator= ( Aws::Utils::Json::JsonView  jsonValue)

◆ PlaybackHasBeenSet()

bool Aws::MediaConvert::Model::MotionImageInserter::PlaybackHasBeenSet ( ) const
inline

Specify whether your motion graphic overlay repeats on a loop or plays only once.

Definition at line 330 of file MotionImageInserter.h.

◆ SetFramerate() [1/2]

void Aws::MediaConvert::Model::MotionImageInserter::SetFramerate ( const MotionImageInsertionFramerate value)
inline

If your motion graphic asset is a .mov file, keep this setting unspecified. If your motion graphic asset is a series of .png files, specify the frame rate of the overlay in frames per second, as a fraction. For example, specify 24 fps as 24/1. Make sure that the number of images in your series matches the frame rate and your intended overlay duration. For example, if you want a 30-second overlay at 30 fps, you should have 900 .png images. This overlay frame rate doesn't need to match the frame rate of the underlying video.

Definition at line 79 of file MotionImageInserter.h.

◆ SetFramerate() [2/2]

void Aws::MediaConvert::Model::MotionImageInserter::SetFramerate ( MotionImageInsertionFramerate &&  value)
inline

If your motion graphic asset is a .mov file, keep this setting unspecified. If your motion graphic asset is a series of .png files, specify the frame rate of the overlay in frames per second, as a fraction. For example, specify 24 fps as 24/1. Make sure that the number of images in your series matches the frame rate and your intended overlay duration. For example, if you want a 30-second overlay at 30 fps, you should have 900 .png images. This overlay frame rate doesn't need to match the frame rate of the underlying video.

Definition at line 90 of file MotionImageInserter.h.

◆ SetInput() [1/3]

void Aws::MediaConvert::Model::MotionImageInserter::SetInput ( Aws::String &&  value)
inline

Specify the .mov file or series of .png files that you want to overlay on your video. For .png files, provide the file name of the first file in the series. Make sure that the names of the .png files end with sequential numbers that specify the order that they are played in. For example, overlay_000.png, overlay_001.png, overlay_002.png, and so on. The sequence must start at zero, and each image file name must have the same number of digits. Pad your initial file names with enough zeros to complete the sequence. For example, if the first image is overlay_0.png, there can be only 10 images in the sequence, with the last image being overlay_9.png. But if the first image is overlay_00.png, there can be 100 images in the sequence.

Definition at line 169 of file MotionImageInserter.h.

◆ SetInput() [2/3]

void Aws::MediaConvert::Model::MotionImageInserter::SetInput ( const Aws::String value)
inline

Specify the .mov file or series of .png files that you want to overlay on your video. For .png files, provide the file name of the first file in the series. Make sure that the names of the .png files end with sequential numbers that specify the order that they are played in. For example, overlay_000.png, overlay_001.png, overlay_002.png, and so on. The sequence must start at zero, and each image file name must have the same number of digits. Pad your initial file names with enough zeros to complete the sequence. For example, if the first image is overlay_0.png, there can be only 10 images in the sequence, with the last image being overlay_9.png. But if the first image is overlay_00.png, there can be 100 images in the sequence.

Definition at line 155 of file MotionImageInserter.h.

◆ SetInput() [3/3]

void Aws::MediaConvert::Model::MotionImageInserter::SetInput ( const char *  value)
inline

Specify the .mov file or series of .png files that you want to overlay on your video. For .png files, provide the file name of the first file in the series. Make sure that the names of the .png files end with sequential numbers that specify the order that they are played in. For example, overlay_000.png, overlay_001.png, overlay_002.png, and so on. The sequence must start at zero, and each image file name must have the same number of digits. Pad your initial file names with enough zeros to complete the sequence. For example, if the first image is overlay_0.png, there can be only 10 images in the sequence, with the last image being overlay_9.png. But if the first image is overlay_00.png, there can be 100 images in the sequence.

Definition at line 183 of file MotionImageInserter.h.

◆ SetInsertionMode() [1/2]

void Aws::MediaConvert::Model::MotionImageInserter::SetInsertionMode ( const MotionImageInsertionMode value)
inline

Choose the type of motion graphic asset that you are providing for your overlay. You can choose either a .mov file or a series of .png files.

Definition at line 244 of file MotionImageInserter.h.

◆ SetInsertionMode() [2/2]

void Aws::MediaConvert::Model::MotionImageInserter::SetInsertionMode ( MotionImageInsertionMode &&  value)
inline

Choose the type of motion graphic asset that you are providing for your overlay. You can choose either a .mov file or a series of .png files.

Definition at line 250 of file MotionImageInserter.h.

◆ SetOffset() [1/2]

void Aws::MediaConvert::Model::MotionImageInserter::SetOffset ( const MotionImageInsertionOffset value)
inline

Use Offset to specify the placement of your motion graphic overlay on the video frame. Specify in pixels, from the upper-left corner of the frame. If you don't specify an offset, the service scales your overlay to the full size of the frame. Otherwise, the service inserts the overlay at its native resolution and scales the size up or down with any video scaling.

Definition at line 290 of file MotionImageInserter.h.

◆ SetOffset() [2/2]

void Aws::MediaConvert::Model::MotionImageInserter::SetOffset ( MotionImageInsertionOffset &&  value)
inline

Use Offset to specify the placement of your motion graphic overlay on the video frame. Specify in pixels, from the upper-left corner of the frame. If you don't specify an offset, the service scales your overlay to the full size of the frame. Otherwise, the service inserts the overlay at its native resolution and scales the size up or down with any video scaling.

Definition at line 299 of file MotionImageInserter.h.

◆ SetPlayback() [1/2]

void Aws::MediaConvert::Model::MotionImageInserter::SetPlayback ( const MotionImagePlayback value)
inline

Specify whether your motion graphic overlay repeats on a loop or plays only once.

Definition at line 336 of file MotionImageInserter.h.

◆ SetPlayback() [2/2]

void Aws::MediaConvert::Model::MotionImageInserter::SetPlayback ( MotionImagePlayback &&  value)
inline

Specify whether your motion graphic overlay repeats on a loop or plays only once.

Definition at line 342 of file MotionImageInserter.h.

◆ SetStartTime() [1/3]

void Aws::MediaConvert::Model::MotionImageInserter::SetStartTime ( Aws::String &&  value)
inline

Specify when the motion overlay begins. Use timecode format (HH:MM:SS:FF or HH:MM:SS;FF). Make sure that the timecode you provide here takes into account how you have set up your timecode configuration under both job settings and input settings. The simplest way to do that is to set both to start at 0. If you need to set up your job to follow timecodes embedded in your source that don't start at zero, make sure that you specify a start time that is after the first embedded timecode. For more information, see https://docs.aws.amazon.com/mediaconvert/latest/ug/setting-up-timecode.html Find job-wide and input timecode configuration settings in your JSON job settings specification at settings>timecodeConfig>source and settings>inputs>timecodeSource.

Definition at line 415 of file MotionImageInserter.h.

◆ SetStartTime() [2/3]

void Aws::MediaConvert::Model::MotionImageInserter::SetStartTime ( const Aws::String value)
inline

Specify when the motion overlay begins. Use timecode format (HH:MM:SS:FF or HH:MM:SS;FF). Make sure that the timecode you provide here takes into account how you have set up your timecode configuration under both job settings and input settings. The simplest way to do that is to set both to start at 0. If you need to set up your job to follow timecodes embedded in your source that don't start at zero, make sure that you specify a start time that is after the first embedded timecode. For more information, see https://docs.aws.amazon.com/mediaconvert/latest/ug/setting-up-timecode.html Find job-wide and input timecode configuration settings in your JSON job settings specification at settings>timecodeConfig>source and settings>inputs>timecodeSource.

Definition at line 400 of file MotionImageInserter.h.

◆ SetStartTime() [3/3]

void Aws::MediaConvert::Model::MotionImageInserter::SetStartTime ( const char *  value)
inline

Specify when the motion overlay begins. Use timecode format (HH:MM:SS:FF or HH:MM:SS;FF). Make sure that the timecode you provide here takes into account how you have set up your timecode configuration under both job settings and input settings. The simplest way to do that is to set both to start at 0. If you need to set up your job to follow timecodes embedded in your source that don't start at zero, make sure that you specify a start time that is after the first embedded timecode. For more information, see https://docs.aws.amazon.com/mediaconvert/latest/ug/setting-up-timecode.html Find job-wide and input timecode configuration settings in your JSON job settings specification at settings>timecodeConfig>source and settings>inputs>timecodeSource.

Definition at line 430 of file MotionImageInserter.h.

◆ StartTimeHasBeenSet()

bool Aws::MediaConvert::Model::MotionImageInserter::StartTimeHasBeenSet ( ) const
inline

Specify when the motion overlay begins. Use timecode format (HH:MM:SS:FF or HH:MM:SS;FF). Make sure that the timecode you provide here takes into account how you have set up your timecode configuration under both job settings and input settings. The simplest way to do that is to set both to start at 0. If you need to set up your job to follow timecodes embedded in your source that don't start at zero, make sure that you specify a start time that is after the first embedded timecode. For more information, see https://docs.aws.amazon.com/mediaconvert/latest/ug/setting-up-timecode.html Find job-wide and input timecode configuration settings in your JSON job settings specification at settings>timecodeConfig>source and settings>inputs>timecodeSource.

Definition at line 385 of file MotionImageInserter.h.

◆ WithFramerate() [1/2]

MotionImageInserter& Aws::MediaConvert::Model::MotionImageInserter::WithFramerate ( const MotionImageInsertionFramerate value)
inline

If your motion graphic asset is a .mov file, keep this setting unspecified. If your motion graphic asset is a series of .png files, specify the frame rate of the overlay in frames per second, as a fraction. For example, specify 24 fps as 24/1. Make sure that the number of images in your series matches the frame rate and your intended overlay duration. For example, if you want a 30-second overlay at 30 fps, you should have 900 .png images. This overlay frame rate doesn't need to match the frame rate of the underlying video.

Definition at line 101 of file MotionImageInserter.h.

◆ WithFramerate() [2/2]

MotionImageInserter& Aws::MediaConvert::Model::MotionImageInserter::WithFramerate ( MotionImageInsertionFramerate &&  value)
inline

If your motion graphic asset is a .mov file, keep this setting unspecified. If your motion graphic asset is a series of .png files, specify the frame rate of the overlay in frames per second, as a fraction. For example, specify 24 fps as 24/1. Make sure that the number of images in your series matches the frame rate and your intended overlay duration. For example, if you want a 30-second overlay at 30 fps, you should have 900 .png images. This overlay frame rate doesn't need to match the frame rate of the underlying video.

Definition at line 112 of file MotionImageInserter.h.

◆ WithInput() [1/3]

MotionImageInserter& Aws::MediaConvert::Model::MotionImageInserter::WithInput ( Aws::String &&  value)
inline

Specify the .mov file or series of .png files that you want to overlay on your video. For .png files, provide the file name of the first file in the series. Make sure that the names of the .png files end with sequential numbers that specify the order that they are played in. For example, overlay_000.png, overlay_001.png, overlay_002.png, and so on. The sequence must start at zero, and each image file name must have the same number of digits. Pad your initial file names with enough zeros to complete the sequence. For example, if the first image is overlay_0.png, there can be only 10 images in the sequence, with the last image being overlay_9.png. But if the first image is overlay_00.png, there can be 100 images in the sequence.

Definition at line 211 of file MotionImageInserter.h.

◆ WithInput() [2/3]

MotionImageInserter& Aws::MediaConvert::Model::MotionImageInserter::WithInput ( const Aws::String value)
inline

Specify the .mov file or series of .png files that you want to overlay on your video. For .png files, provide the file name of the first file in the series. Make sure that the names of the .png files end with sequential numbers that specify the order that they are played in. For example, overlay_000.png, overlay_001.png, overlay_002.png, and so on. The sequence must start at zero, and each image file name must have the same number of digits. Pad your initial file names with enough zeros to complete the sequence. For example, if the first image is overlay_0.png, there can be only 10 images in the sequence, with the last image being overlay_9.png. But if the first image is overlay_00.png, there can be 100 images in the sequence.

Definition at line 197 of file MotionImageInserter.h.

◆ WithInput() [3/3]

MotionImageInserter& Aws::MediaConvert::Model::MotionImageInserter::WithInput ( const char *  value)
inline

Specify the .mov file or series of .png files that you want to overlay on your video. For .png files, provide the file name of the first file in the series. Make sure that the names of the .png files end with sequential numbers that specify the order that they are played in. For example, overlay_000.png, overlay_001.png, overlay_002.png, and so on. The sequence must start at zero, and each image file name must have the same number of digits. Pad your initial file names with enough zeros to complete the sequence. For example, if the first image is overlay_0.png, there can be only 10 images in the sequence, with the last image being overlay_9.png. But if the first image is overlay_00.png, there can be 100 images in the sequence.

Definition at line 225 of file MotionImageInserter.h.

◆ WithInsertionMode() [1/2]

MotionImageInserter& Aws::MediaConvert::Model::MotionImageInserter::WithInsertionMode ( const MotionImageInsertionMode value)
inline

Choose the type of motion graphic asset that you are providing for your overlay. You can choose either a .mov file or a series of .png files.

Definition at line 256 of file MotionImageInserter.h.

◆ WithInsertionMode() [2/2]

MotionImageInserter& Aws::MediaConvert::Model::MotionImageInserter::WithInsertionMode ( MotionImageInsertionMode &&  value)
inline

Choose the type of motion graphic asset that you are providing for your overlay. You can choose either a .mov file or a series of .png files.

Definition at line 262 of file MotionImageInserter.h.

◆ WithOffset() [1/2]

MotionImageInserter& Aws::MediaConvert::Model::MotionImageInserter::WithOffset ( const MotionImageInsertionOffset value)
inline

Use Offset to specify the placement of your motion graphic overlay on the video frame. Specify in pixels, from the upper-left corner of the frame. If you don't specify an offset, the service scales your overlay to the full size of the frame. Otherwise, the service inserts the overlay at its native resolution and scales the size up or down with any video scaling.

Definition at line 308 of file MotionImageInserter.h.

◆ WithOffset() [2/2]

MotionImageInserter& Aws::MediaConvert::Model::MotionImageInserter::WithOffset ( MotionImageInsertionOffset &&  value)
inline

Use Offset to specify the placement of your motion graphic overlay on the video frame. Specify in pixels, from the upper-left corner of the frame. If you don't specify an offset, the service scales your overlay to the full size of the frame. Otherwise, the service inserts the overlay at its native resolution and scales the size up or down with any video scaling.

Definition at line 317 of file MotionImageInserter.h.

◆ WithPlayback() [1/2]

MotionImageInserter& Aws::MediaConvert::Model::MotionImageInserter::WithPlayback ( const MotionImagePlayback value)
inline

Specify whether your motion graphic overlay repeats on a loop or plays only once.

Definition at line 348 of file MotionImageInserter.h.

◆ WithPlayback() [2/2]

MotionImageInserter& Aws::MediaConvert::Model::MotionImageInserter::WithPlayback ( MotionImagePlayback &&  value)
inline

Specify whether your motion graphic overlay repeats on a loop or plays only once.

Definition at line 354 of file MotionImageInserter.h.

◆ WithStartTime() [1/3]

MotionImageInserter& Aws::MediaConvert::Model::MotionImageInserter::WithStartTime ( Aws::String &&  value)
inline

Specify when the motion overlay begins. Use timecode format (HH:MM:SS:FF or HH:MM:SS;FF). Make sure that the timecode you provide here takes into account how you have set up your timecode configuration under both job settings and input settings. The simplest way to do that is to set both to start at 0. If you need to set up your job to follow timecodes embedded in your source that don't start at zero, make sure that you specify a start time that is after the first embedded timecode. For more information, see https://docs.aws.amazon.com/mediaconvert/latest/ug/setting-up-timecode.html Find job-wide and input timecode configuration settings in your JSON job settings specification at settings>timecodeConfig>source and settings>inputs>timecodeSource.

Definition at line 460 of file MotionImageInserter.h.

◆ WithStartTime() [2/3]

MotionImageInserter& Aws::MediaConvert::Model::MotionImageInserter::WithStartTime ( const Aws::String value)
inline

Specify when the motion overlay begins. Use timecode format (HH:MM:SS:FF or HH:MM:SS;FF). Make sure that the timecode you provide here takes into account how you have set up your timecode configuration under both job settings and input settings. The simplest way to do that is to set both to start at 0. If you need to set up your job to follow timecodes embedded in your source that don't start at zero, make sure that you specify a start time that is after the first embedded timecode. For more information, see https://docs.aws.amazon.com/mediaconvert/latest/ug/setting-up-timecode.html Find job-wide and input timecode configuration settings in your JSON job settings specification at settings>timecodeConfig>source and settings>inputs>timecodeSource.

Definition at line 445 of file MotionImageInserter.h.

◆ WithStartTime() [3/3]

MotionImageInserter& Aws::MediaConvert::Model::MotionImageInserter::WithStartTime ( const char *  value)
inline

Specify when the motion overlay begins. Use timecode format (HH:MM:SS:FF or HH:MM:SS;FF). Make sure that the timecode you provide here takes into account how you have set up your timecode configuration under both job settings and input settings. The simplest way to do that is to set both to start at 0. If you need to set up your job to follow timecodes embedded in your source that don't start at zero, make sure that you specify a start time that is after the first embedded timecode. For more information, see https://docs.aws.amazon.com/mediaconvert/latest/ug/setting-up-timecode.html Find job-wide and input timecode configuration settings in your JSON job settings specification at settings>timecodeConfig>source and settings>inputs>timecodeSource.

Definition at line 475 of file MotionImageInserter.h.


The documentation for this class was generated from the following file: