/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace Aws { namespace Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace MediaConvert { namespace Model { /** * Required when you set Codec to the value MPEG2.

See Also:

AWS * API Reference

*/ class Mpeg2Settings { public: AWS_MEDIACONVERT_API Mpeg2Settings(); AWS_MEDIACONVERT_API Mpeg2Settings(Aws::Utils::Json::JsonView jsonValue); AWS_MEDIACONVERT_API Mpeg2Settings& operator=(Aws::Utils::Json::JsonView jsonValue); AWS_MEDIACONVERT_API Aws::Utils::Json::JsonValue Jsonize() const; /** * Specify the strength of any adaptive quantization filters that you enable. The * value that you choose here applies to the following settings: Spatial adaptive * quantization, and Temporal adaptive quantization. */ inline const Mpeg2AdaptiveQuantization& GetAdaptiveQuantization() const{ return m_adaptiveQuantization; } /** * Specify the strength of any adaptive quantization filters that you enable. The * value that you choose here applies to the following settings: Spatial adaptive * quantization, and Temporal adaptive quantization. */ inline bool AdaptiveQuantizationHasBeenSet() const { return m_adaptiveQuantizationHasBeenSet; } /** * Specify the strength of any adaptive quantization filters that you enable. The * value that you choose here applies to the following settings: Spatial adaptive * quantization, and Temporal adaptive quantization. */ inline void SetAdaptiveQuantization(const Mpeg2AdaptiveQuantization& value) { m_adaptiveQuantizationHasBeenSet = true; m_adaptiveQuantization = value; } /** * Specify the strength of any adaptive quantization filters that you enable. The * value that you choose here applies to the following settings: Spatial adaptive * quantization, and Temporal adaptive quantization. */ inline void SetAdaptiveQuantization(Mpeg2AdaptiveQuantization&& value) { m_adaptiveQuantizationHasBeenSet = true; m_adaptiveQuantization = std::move(value); } /** * Specify the strength of any adaptive quantization filters that you enable. The * value that you choose here applies to the following settings: Spatial adaptive * quantization, and Temporal adaptive quantization. */ inline Mpeg2Settings& WithAdaptiveQuantization(const Mpeg2AdaptiveQuantization& value) { SetAdaptiveQuantization(value); return *this;} /** * Specify the strength of any adaptive quantization filters that you enable. The * value that you choose here applies to the following settings: Spatial adaptive * quantization, and Temporal adaptive quantization. */ inline Mpeg2Settings& WithAdaptiveQuantization(Mpeg2AdaptiveQuantization&& value) { SetAdaptiveQuantization(std::move(value)); return *this;} /** * Specify the average bitrate in bits per second. Required for VBR and CBR. For MS * Smooth outputs, bitrates must be unique when rounded down to the nearest * multiple of 1000. */ inline int GetBitrate() const{ return m_bitrate; } /** * Specify the average bitrate in bits per second. Required for VBR and CBR. For MS * Smooth outputs, bitrates must be unique when rounded down to the nearest * multiple of 1000. */ inline bool BitrateHasBeenSet() const { return m_bitrateHasBeenSet; } /** * Specify the average bitrate in bits per second. Required for VBR and CBR. For MS * Smooth outputs, bitrates must be unique when rounded down to the nearest * multiple of 1000. */ inline void SetBitrate(int value) { m_bitrateHasBeenSet = true; m_bitrate = value; } /** * Specify the average bitrate in bits per second. Required for VBR and CBR. For MS * Smooth outputs, bitrates must be unique when rounded down to the nearest * multiple of 1000. */ inline Mpeg2Settings& WithBitrate(int value) { SetBitrate(value); return *this;} /** * Use Level to set the MPEG-2 level for the video output. */ inline const Mpeg2CodecLevel& GetCodecLevel() const{ return m_codecLevel; } /** * Use Level to set the MPEG-2 level for the video output. */ inline bool CodecLevelHasBeenSet() const { return m_codecLevelHasBeenSet; } /** * Use Level to set the MPEG-2 level for the video output. */ inline void SetCodecLevel(const Mpeg2CodecLevel& value) { m_codecLevelHasBeenSet = true; m_codecLevel = value; } /** * Use Level to set the MPEG-2 level for the video output. */ inline void SetCodecLevel(Mpeg2CodecLevel&& value) { m_codecLevelHasBeenSet = true; m_codecLevel = std::move(value); } /** * Use Level to set the MPEG-2 level for the video output. */ inline Mpeg2Settings& WithCodecLevel(const Mpeg2CodecLevel& value) { SetCodecLevel(value); return *this;} /** * Use Level to set the MPEG-2 level for the video output. */ inline Mpeg2Settings& WithCodecLevel(Mpeg2CodecLevel&& value) { SetCodecLevel(std::move(value)); return *this;} /** * Use Profile to set the MPEG-2 profile for the video output. */ inline const Mpeg2CodecProfile& GetCodecProfile() const{ return m_codecProfile; } /** * Use Profile to set the MPEG-2 profile for the video output. */ inline bool CodecProfileHasBeenSet() const { return m_codecProfileHasBeenSet; } /** * Use Profile to set the MPEG-2 profile for the video output. */ inline void SetCodecProfile(const Mpeg2CodecProfile& value) { m_codecProfileHasBeenSet = true; m_codecProfile = value; } /** * Use Profile to set the MPEG-2 profile for the video output. */ inline void SetCodecProfile(Mpeg2CodecProfile&& value) { m_codecProfileHasBeenSet = true; m_codecProfile = std::move(value); } /** * Use Profile to set the MPEG-2 profile for the video output. */ inline Mpeg2Settings& WithCodecProfile(const Mpeg2CodecProfile& value) { SetCodecProfile(value); return *this;} /** * Use Profile to set the MPEG-2 profile for the video output. */ inline Mpeg2Settings& WithCodecProfile(Mpeg2CodecProfile&& value) { SetCodecProfile(std::move(value)); return *this;} /** * Choose Adaptive to improve subjective video quality for high-motion content. * This will cause the service to use fewer B-frames (which infer information based * on other frames) for high-motion portions of the video and more B-frames for * low-motion portions. The maximum number of B-frames is limited by the value you * provide for the setting B frames between reference frames. */ inline const Mpeg2DynamicSubGop& GetDynamicSubGop() const{ return m_dynamicSubGop; } /** * Choose Adaptive to improve subjective video quality for high-motion content. * This will cause the service to use fewer B-frames (which infer information based * on other frames) for high-motion portions of the video and more B-frames for * low-motion portions. The maximum number of B-frames is limited by the value you * provide for the setting B frames between reference frames. */ inline bool DynamicSubGopHasBeenSet() const { return m_dynamicSubGopHasBeenSet; } /** * Choose Adaptive to improve subjective video quality for high-motion content. * This will cause the service to use fewer B-frames (which infer information based * on other frames) for high-motion portions of the video and more B-frames for * low-motion portions. The maximum number of B-frames is limited by the value you * provide for the setting B frames between reference frames. */ inline void SetDynamicSubGop(const Mpeg2DynamicSubGop& value) { m_dynamicSubGopHasBeenSet = true; m_dynamicSubGop = value; } /** * Choose Adaptive to improve subjective video quality for high-motion content. * This will cause the service to use fewer B-frames (which infer information based * on other frames) for high-motion portions of the video and more B-frames for * low-motion portions. The maximum number of B-frames is limited by the value you * provide for the setting B frames between reference frames. */ inline void SetDynamicSubGop(Mpeg2DynamicSubGop&& value) { m_dynamicSubGopHasBeenSet = true; m_dynamicSubGop = std::move(value); } /** * Choose Adaptive to improve subjective video quality for high-motion content. * This will cause the service to use fewer B-frames (which infer information based * on other frames) for high-motion portions of the video and more B-frames for * low-motion portions. The maximum number of B-frames is limited by the value you * provide for the setting B frames between reference frames. */ inline Mpeg2Settings& WithDynamicSubGop(const Mpeg2DynamicSubGop& value) { SetDynamicSubGop(value); return *this;} /** * Choose Adaptive to improve subjective video quality for high-motion content. * This will cause the service to use fewer B-frames (which infer information based * on other frames) for high-motion portions of the video and more B-frames for * low-motion portions. The maximum number of B-frames is limited by the value you * provide for the setting B frames between reference frames. */ inline Mpeg2Settings& WithDynamicSubGop(Mpeg2DynamicSubGop&& value) { SetDynamicSubGop(std::move(value)); return *this;} /** * If you are using the console, use the Framerate setting to specify the frame * rate for this output. If you want to keep the same frame rate as the input * video, choose Follow source. If you want to do frame rate conversion, choose a * frame rate from the dropdown list or choose Custom. The framerates shown in the * dropdown list are decimal approximations of fractions. If you choose Custom, * specify your frame rate as a fraction. */ inline const Mpeg2FramerateControl& GetFramerateControl() const{ return m_framerateControl; } /** * If you are using the console, use the Framerate setting to specify the frame * rate for this output. If you want to keep the same frame rate as the input * video, choose Follow source. If you want to do frame rate conversion, choose a * frame rate from the dropdown list or choose Custom. The framerates shown in the * dropdown list are decimal approximations of fractions. If you choose Custom, * specify your frame rate as a fraction. */ inline bool FramerateControlHasBeenSet() const { return m_framerateControlHasBeenSet; } /** * If you are using the console, use the Framerate setting to specify the frame * rate for this output. If you want to keep the same frame rate as the input * video, choose Follow source. If you want to do frame rate conversion, choose a * frame rate from the dropdown list or choose Custom. The framerates shown in the * dropdown list are decimal approximations of fractions. If you choose Custom, * specify your frame rate as a fraction. */ inline void SetFramerateControl(const Mpeg2FramerateControl& value) { m_framerateControlHasBeenSet = true; m_framerateControl = value; } /** * If you are using the console, use the Framerate setting to specify the frame * rate for this output. If you want to keep the same frame rate as the input * video, choose Follow source. If you want to do frame rate conversion, choose a * frame rate from the dropdown list or choose Custom. The framerates shown in the * dropdown list are decimal approximations of fractions. If you choose Custom, * specify your frame rate as a fraction. */ inline void SetFramerateControl(Mpeg2FramerateControl&& value) { m_framerateControlHasBeenSet = true; m_framerateControl = std::move(value); } /** * If you are using the console, use the Framerate setting to specify the frame * rate for this output. If you want to keep the same frame rate as the input * video, choose Follow source. If you want to do frame rate conversion, choose a * frame rate from the dropdown list or choose Custom. The framerates shown in the * dropdown list are decimal approximations of fractions. If you choose Custom, * specify your frame rate as a fraction. */ inline Mpeg2Settings& WithFramerateControl(const Mpeg2FramerateControl& value) { SetFramerateControl(value); return *this;} /** * If you are using the console, use the Framerate setting to specify the frame * rate for this output. If you want to keep the same frame rate as the input * video, choose Follow source. If you want to do frame rate conversion, choose a * frame rate from the dropdown list or choose Custom. The framerates shown in the * dropdown list are decimal approximations of fractions. If you choose Custom, * specify your frame rate as a fraction. */ inline Mpeg2Settings& WithFramerateControl(Mpeg2FramerateControl&& value) { SetFramerateControl(std::move(value)); return *this;} /** * Choose the method that you want MediaConvert to use when increasing or * decreasing the frame rate. For numerically simple conversions, such as 60 fps to * 30 fps: We recommend that you keep the default value, Drop duplicate. For * numerically complex conversions, to avoid stutter: Choose Interpolate. This * results in a smooth picture, but might introduce undesirable video artifacts. * For complex frame rate conversions, especially if your source video has already * been converted from its original cadence: Choose FrameFormer to do * motion-compensated interpolation. FrameFormer uses the best conversion method * frame by frame. Note that using FrameFormer increases the transcoding time and * incurs a significant add-on cost. When you choose FrameFormer, your input video * resolution must be at least 128x96. */ inline const Mpeg2FramerateConversionAlgorithm& GetFramerateConversionAlgorithm() const{ return m_framerateConversionAlgorithm; } /** * Choose the method that you want MediaConvert to use when increasing or * decreasing the frame rate. For numerically simple conversions, such as 60 fps to * 30 fps: We recommend that you keep the default value, Drop duplicate. For * numerically complex conversions, to avoid stutter: Choose Interpolate. This * results in a smooth picture, but might introduce undesirable video artifacts. * For complex frame rate conversions, especially if your source video has already * been converted from its original cadence: Choose FrameFormer to do * motion-compensated interpolation. FrameFormer uses the best conversion method * frame by frame. Note that using FrameFormer increases the transcoding time and * incurs a significant add-on cost. When you choose FrameFormer, your input video * resolution must be at least 128x96. */ inline bool FramerateConversionAlgorithmHasBeenSet() const { return m_framerateConversionAlgorithmHasBeenSet; } /** * Choose the method that you want MediaConvert to use when increasing or * decreasing the frame rate. For numerically simple conversions, such as 60 fps to * 30 fps: We recommend that you keep the default value, Drop duplicate. For * numerically complex conversions, to avoid stutter: Choose Interpolate. This * results in a smooth picture, but might introduce undesirable video artifacts. * For complex frame rate conversions, especially if your source video has already * been converted from its original cadence: Choose FrameFormer to do * motion-compensated interpolation. FrameFormer uses the best conversion method * frame by frame. Note that using FrameFormer increases the transcoding time and * incurs a significant add-on cost. When you choose FrameFormer, your input video * resolution must be at least 128x96. */ inline void SetFramerateConversionAlgorithm(const Mpeg2FramerateConversionAlgorithm& value) { m_framerateConversionAlgorithmHasBeenSet = true; m_framerateConversionAlgorithm = value; } /** * Choose the method that you want MediaConvert to use when increasing or * decreasing the frame rate. For numerically simple conversions, such as 60 fps to * 30 fps: We recommend that you keep the default value, Drop duplicate. For * numerically complex conversions, to avoid stutter: Choose Interpolate. This * results in a smooth picture, but might introduce undesirable video artifacts. * For complex frame rate conversions, especially if your source video has already * been converted from its original cadence: Choose FrameFormer to do * motion-compensated interpolation. FrameFormer uses the best conversion method * frame by frame. Note that using FrameFormer increases the transcoding time and * incurs a significant add-on cost. When you choose FrameFormer, your input video * resolution must be at least 128x96. */ inline void SetFramerateConversionAlgorithm(Mpeg2FramerateConversionAlgorithm&& value) { m_framerateConversionAlgorithmHasBeenSet = true; m_framerateConversionAlgorithm = std::move(value); } /** * Choose the method that you want MediaConvert to use when increasing or * decreasing the frame rate. For numerically simple conversions, such as 60 fps to * 30 fps: We recommend that you keep the default value, Drop duplicate. For * numerically complex conversions, to avoid stutter: Choose Interpolate. This * results in a smooth picture, but might introduce undesirable video artifacts. * For complex frame rate conversions, especially if your source video has already * been converted from its original cadence: Choose FrameFormer to do * motion-compensated interpolation. FrameFormer uses the best conversion method * frame by frame. Note that using FrameFormer increases the transcoding time and * incurs a significant add-on cost. When you choose FrameFormer, your input video * resolution must be at least 128x96. */ inline Mpeg2Settings& WithFramerateConversionAlgorithm(const Mpeg2FramerateConversionAlgorithm& value) { SetFramerateConversionAlgorithm(value); return *this;} /** * Choose the method that you want MediaConvert to use when increasing or * decreasing the frame rate. For numerically simple conversions, such as 60 fps to * 30 fps: We recommend that you keep the default value, Drop duplicate. For * numerically complex conversions, to avoid stutter: Choose Interpolate. This * results in a smooth picture, but might introduce undesirable video artifacts. * For complex frame rate conversions, especially if your source video has already * been converted from its original cadence: Choose FrameFormer to do * motion-compensated interpolation. FrameFormer uses the best conversion method * frame by frame. Note that using FrameFormer increases the transcoding time and * incurs a significant add-on cost. When you choose FrameFormer, your input video * resolution must be at least 128x96. */ inline Mpeg2Settings& WithFramerateConversionAlgorithm(Mpeg2FramerateConversionAlgorithm&& value) { SetFramerateConversionAlgorithm(std::move(value)); return *this;} /** * When you use the API for transcode jobs that use frame rate conversion, specify * the frame rate as a fraction. For example, 24000 / 1001 = 23.976 fps. Use * FramerateDenominator to specify the denominator of this fraction. In this * example, use 1001 for the value of FramerateDenominator. When you use the * console for transcode jobs that use frame rate conversion, provide the value as * a decimal number for Framerate. In this example, specify 23.976. */ inline int GetFramerateDenominator() const{ return m_framerateDenominator; } /** * When you use the API for transcode jobs that use frame rate conversion, specify * the frame rate as a fraction. For example, 24000 / 1001 = 23.976 fps. Use * FramerateDenominator to specify the denominator of this fraction. In this * example, use 1001 for the value of FramerateDenominator. When you use the * console for transcode jobs that use frame rate conversion, provide the value as * a decimal number for Framerate. In this example, specify 23.976. */ inline bool FramerateDenominatorHasBeenSet() const { return m_framerateDenominatorHasBeenSet; } /** * When you use the API for transcode jobs that use frame rate conversion, specify * the frame rate as a fraction. For example, 24000 / 1001 = 23.976 fps. Use * FramerateDenominator to specify the denominator of this fraction. In this * example, use 1001 for the value of FramerateDenominator. When you use the * console for transcode jobs that use frame rate conversion, provide the value as * a decimal number for Framerate. In this example, specify 23.976. */ inline void SetFramerateDenominator(int value) { m_framerateDenominatorHasBeenSet = true; m_framerateDenominator = value; } /** * When you use the API for transcode jobs that use frame rate conversion, specify * the frame rate as a fraction. For example, 24000 / 1001 = 23.976 fps. Use * FramerateDenominator to specify the denominator of this fraction. In this * example, use 1001 for the value of FramerateDenominator. When you use the * console for transcode jobs that use frame rate conversion, provide the value as * a decimal number for Framerate. In this example, specify 23.976. */ inline Mpeg2Settings& WithFramerateDenominator(int value) { SetFramerateDenominator(value); return *this;} /** * When you use the API for transcode jobs that use frame rate conversion, specify * the frame rate as a fraction. For example, 24000 / 1001 = 23.976 fps. Use * FramerateNumerator to specify the numerator of this fraction. In this example, * use 24000 for the value of FramerateNumerator. When you use the console for * transcode jobs that use frame rate conversion, provide the value as a decimal * number for Framerate. In this example, specify 23.976. */ inline int GetFramerateNumerator() const{ return m_framerateNumerator; } /** * When you use the API for transcode jobs that use frame rate conversion, specify * the frame rate as a fraction. For example, 24000 / 1001 = 23.976 fps. Use * FramerateNumerator to specify the numerator of this fraction. In this example, * use 24000 for the value of FramerateNumerator. When you use the console for * transcode jobs that use frame rate conversion, provide the value as a decimal * number for Framerate. In this example, specify 23.976. */ inline bool FramerateNumeratorHasBeenSet() const { return m_framerateNumeratorHasBeenSet; } /** * When you use the API for transcode jobs that use frame rate conversion, specify * the frame rate as a fraction. For example, 24000 / 1001 = 23.976 fps. Use * FramerateNumerator to specify the numerator of this fraction. In this example, * use 24000 for the value of FramerateNumerator. When you use the console for * transcode jobs that use frame rate conversion, provide the value as a decimal * number for Framerate. In this example, specify 23.976. */ inline void SetFramerateNumerator(int value) { m_framerateNumeratorHasBeenSet = true; m_framerateNumerator = value; } /** * When you use the API for transcode jobs that use frame rate conversion, specify * the frame rate as a fraction. For example, 24000 / 1001 = 23.976 fps. Use * FramerateNumerator to specify the numerator of this fraction. In this example, * use 24000 for the value of FramerateNumerator. When you use the console for * transcode jobs that use frame rate conversion, provide the value as a decimal * number for Framerate. In this example, specify 23.976. */ inline Mpeg2Settings& WithFramerateNumerator(int value) { SetFramerateNumerator(value); return *this;} /** * Specify the relative frequency of open to closed GOPs in this output. For * example, if you want to allow four open GOPs and then require a closed GOP, set * this value to 5. When you create a streaming output, we recommend that you keep * the default value, 1, so that players starting mid-stream receive an IDR frame * as quickly as possible. Don't set this value to 0; that would break output * segmenting. */ inline int GetGopClosedCadence() const{ return m_gopClosedCadence; } /** * Specify the relative frequency of open to closed GOPs in this output. For * example, if you want to allow four open GOPs and then require a closed GOP, set * this value to 5. When you create a streaming output, we recommend that you keep * the default value, 1, so that players starting mid-stream receive an IDR frame * as quickly as possible. Don't set this value to 0; that would break output * segmenting. */ inline bool GopClosedCadenceHasBeenSet() const { return m_gopClosedCadenceHasBeenSet; } /** * Specify the relative frequency of open to closed GOPs in this output. For * example, if you want to allow four open GOPs and then require a closed GOP, set * this value to 5. When you create a streaming output, we recommend that you keep * the default value, 1, so that players starting mid-stream receive an IDR frame * as quickly as possible. Don't set this value to 0; that would break output * segmenting. */ inline void SetGopClosedCadence(int value) { m_gopClosedCadenceHasBeenSet = true; m_gopClosedCadence = value; } /** * Specify the relative frequency of open to closed GOPs in this output. For * example, if you want to allow four open GOPs and then require a closed GOP, set * this value to 5. When you create a streaming output, we recommend that you keep * the default value, 1, so that players starting mid-stream receive an IDR frame * as quickly as possible. Don't set this value to 0; that would break output * segmenting. */ inline Mpeg2Settings& WithGopClosedCadence(int value) { SetGopClosedCadence(value); return *this;} /** * Specify the interval between keyframes, in seconds or frames, for this output. * Default: 12 Related settings: When you specify the GOP size in seconds, set GOP * mode control to Specified, seconds. The default value for GOP mode control is * Frames. */ inline double GetGopSize() const{ return m_gopSize; } /** * Specify the interval between keyframes, in seconds or frames, for this output. * Default: 12 Related settings: When you specify the GOP size in seconds, set GOP * mode control to Specified, seconds. The default value for GOP mode control is * Frames. */ inline bool GopSizeHasBeenSet() const { return m_gopSizeHasBeenSet; } /** * Specify the interval between keyframes, in seconds or frames, for this output. * Default: 12 Related settings: When you specify the GOP size in seconds, set GOP * mode control to Specified, seconds. The default value for GOP mode control is * Frames. */ inline void SetGopSize(double value) { m_gopSizeHasBeenSet = true; m_gopSize = value; } /** * Specify the interval between keyframes, in seconds or frames, for this output. * Default: 12 Related settings: When you specify the GOP size in seconds, set GOP * mode control to Specified, seconds. The default value for GOP mode control is * Frames. */ inline Mpeg2Settings& WithGopSize(double value) { SetGopSize(value); return *this;} /** * Specify the units for GOP size. If you don't specify a value here, by default * the encoder measures GOP size in frames. */ inline const Mpeg2GopSizeUnits& GetGopSizeUnits() const{ return m_gopSizeUnits; } /** * Specify the units for GOP size. If you don't specify a value here, by default * the encoder measures GOP size in frames. */ inline bool GopSizeUnitsHasBeenSet() const { return m_gopSizeUnitsHasBeenSet; } /** * Specify the units for GOP size. If you don't specify a value here, by default * the encoder measures GOP size in frames. */ inline void SetGopSizeUnits(const Mpeg2GopSizeUnits& value) { m_gopSizeUnitsHasBeenSet = true; m_gopSizeUnits = value; } /** * Specify the units for GOP size. If you don't specify a value here, by default * the encoder measures GOP size in frames. */ inline void SetGopSizeUnits(Mpeg2GopSizeUnits&& value) { m_gopSizeUnitsHasBeenSet = true; m_gopSizeUnits = std::move(value); } /** * Specify the units for GOP size. If you don't specify a value here, by default * the encoder measures GOP size in frames. */ inline Mpeg2Settings& WithGopSizeUnits(const Mpeg2GopSizeUnits& value) { SetGopSizeUnits(value); return *this;} /** * Specify the units for GOP size. If you don't specify a value here, by default * the encoder measures GOP size in frames. */ inline Mpeg2Settings& WithGopSizeUnits(Mpeg2GopSizeUnits&& value) { SetGopSizeUnits(std::move(value)); return *this;} /** * If your downstream systems have strict buffer requirements: Specify the minimum * percentage of the HRD buffer that's available at the end of each encoded video * segment. For the best video quality: Set to 0 or leave blank to automatically * determine the final buffer fill percentage. */ inline int GetHrdBufferFinalFillPercentage() const{ return m_hrdBufferFinalFillPercentage; } /** * If your downstream systems have strict buffer requirements: Specify the minimum * percentage of the HRD buffer that's available at the end of each encoded video * segment. For the best video quality: Set to 0 or leave blank to automatically * determine the final buffer fill percentage. */ inline bool HrdBufferFinalFillPercentageHasBeenSet() const { return m_hrdBufferFinalFillPercentageHasBeenSet; } /** * If your downstream systems have strict buffer requirements: Specify the minimum * percentage of the HRD buffer that's available at the end of each encoded video * segment. For the best video quality: Set to 0 or leave blank to automatically * determine the final buffer fill percentage. */ inline void SetHrdBufferFinalFillPercentage(int value) { m_hrdBufferFinalFillPercentageHasBeenSet = true; m_hrdBufferFinalFillPercentage = value; } /** * If your downstream systems have strict buffer requirements: Specify the minimum * percentage of the HRD buffer that's available at the end of each encoded video * segment. For the best video quality: Set to 0 or leave blank to automatically * determine the final buffer fill percentage. */ inline Mpeg2Settings& WithHrdBufferFinalFillPercentage(int value) { SetHrdBufferFinalFillPercentage(value); return *this;} /** * Percentage of the buffer that should initially be filled (HRD buffer model). */ inline int GetHrdBufferInitialFillPercentage() const{ return m_hrdBufferInitialFillPercentage; } /** * Percentage of the buffer that should initially be filled (HRD buffer model). */ inline bool HrdBufferInitialFillPercentageHasBeenSet() const { return m_hrdBufferInitialFillPercentageHasBeenSet; } /** * Percentage of the buffer that should initially be filled (HRD buffer model). */ inline void SetHrdBufferInitialFillPercentage(int value) { m_hrdBufferInitialFillPercentageHasBeenSet = true; m_hrdBufferInitialFillPercentage = value; } /** * Percentage of the buffer that should initially be filled (HRD buffer model). */ inline Mpeg2Settings& WithHrdBufferInitialFillPercentage(int value) { SetHrdBufferInitialFillPercentage(value); return *this;} /** * Size of buffer (HRD buffer model) in bits. For example, enter five megabits as * 5000000. */ inline int GetHrdBufferSize() const{ return m_hrdBufferSize; } /** * Size of buffer (HRD buffer model) in bits. For example, enter five megabits as * 5000000. */ inline bool HrdBufferSizeHasBeenSet() const { return m_hrdBufferSizeHasBeenSet; } /** * Size of buffer (HRD buffer model) in bits. For example, enter five megabits as * 5000000. */ inline void SetHrdBufferSize(int value) { m_hrdBufferSizeHasBeenSet = true; m_hrdBufferSize = value; } /** * Size of buffer (HRD buffer model) in bits. For example, enter five megabits as * 5000000. */ inline Mpeg2Settings& WithHrdBufferSize(int value) { SetHrdBufferSize(value); return *this;} /** * Choose the scan line type for the output. Keep the default value, Progressive to * create a progressive output, regardless of the scan type of your input. Use Top * field first or Bottom field first to create an output that's interlaced with the * same field polarity throughout. Use Follow, default top or Follow, default * bottom to produce outputs with the same field polarity as the source. For jobs * that have multiple inputs, the output field polarity might change over the * course of the output. Follow behavior depends on the input scan type. If the * source is interlaced, the output will be interlaced with the same polarity as * the source. If the source is progressive, the output will be interlaced with top * field bottom field first, depending on which of the Follow options you choose. */ inline const Mpeg2InterlaceMode& GetInterlaceMode() const{ return m_interlaceMode; } /** * Choose the scan line type for the output. Keep the default value, Progressive to * create a progressive output, regardless of the scan type of your input. Use Top * field first or Bottom field first to create an output that's interlaced with the * same field polarity throughout. Use Follow, default top or Follow, default * bottom to produce outputs with the same field polarity as the source. For jobs * that have multiple inputs, the output field polarity might change over the * course of the output. Follow behavior depends on the input scan type. If the * source is interlaced, the output will be interlaced with the same polarity as * the source. If the source is progressive, the output will be interlaced with top * field bottom field first, depending on which of the Follow options you choose. */ inline bool InterlaceModeHasBeenSet() const { return m_interlaceModeHasBeenSet; } /** * Choose the scan line type for the output. Keep the default value, Progressive to * create a progressive output, regardless of the scan type of your input. Use Top * field first or Bottom field first to create an output that's interlaced with the * same field polarity throughout. Use Follow, default top or Follow, default * bottom to produce outputs with the same field polarity as the source. For jobs * that have multiple inputs, the output field polarity might change over the * course of the output. Follow behavior depends on the input scan type. If the * source is interlaced, the output will be interlaced with the same polarity as * the source. If the source is progressive, the output will be interlaced with top * field bottom field first, depending on which of the Follow options you choose. */ inline void SetInterlaceMode(const Mpeg2InterlaceMode& value) { m_interlaceModeHasBeenSet = true; m_interlaceMode = value; } /** * Choose the scan line type for the output. Keep the default value, Progressive to * create a progressive output, regardless of the scan type of your input. Use Top * field first or Bottom field first to create an output that's interlaced with the * same field polarity throughout. Use Follow, default top or Follow, default * bottom to produce outputs with the same field polarity as the source. For jobs * that have multiple inputs, the output field polarity might change over the * course of the output. Follow behavior depends on the input scan type. If the * source is interlaced, the output will be interlaced with the same polarity as * the source. If the source is progressive, the output will be interlaced with top * field bottom field first, depending on which of the Follow options you choose. */ inline void SetInterlaceMode(Mpeg2InterlaceMode&& value) { m_interlaceModeHasBeenSet = true; m_interlaceMode = std::move(value); } /** * Choose the scan line type for the output. Keep the default value, Progressive to * create a progressive output, regardless of the scan type of your input. Use Top * field first or Bottom field first to create an output that's interlaced with the * same field polarity throughout. Use Follow, default top or Follow, default * bottom to produce outputs with the same field polarity as the source. For jobs * that have multiple inputs, the output field polarity might change over the * course of the output. Follow behavior depends on the input scan type. If the * source is interlaced, the output will be interlaced with the same polarity as * the source. If the source is progressive, the output will be interlaced with top * field bottom field first, depending on which of the Follow options you choose. */ inline Mpeg2Settings& WithInterlaceMode(const Mpeg2InterlaceMode& value) { SetInterlaceMode(value); return *this;} /** * Choose the scan line type for the output. Keep the default value, Progressive to * create a progressive output, regardless of the scan type of your input. Use Top * field first or Bottom field first to create an output that's interlaced with the * same field polarity throughout. Use Follow, default top or Follow, default * bottom to produce outputs with the same field polarity as the source. For jobs * that have multiple inputs, the output field polarity might change over the * course of the output. Follow behavior depends on the input scan type. If the * source is interlaced, the output will be interlaced with the same polarity as * the source. If the source is progressive, the output will be interlaced with top * field bottom field first, depending on which of the Follow options you choose. */ inline Mpeg2Settings& WithInterlaceMode(Mpeg2InterlaceMode&& value) { SetInterlaceMode(std::move(value)); return *this;} /** * Use Intra DC precision to set quantization precision for intra-block DC * coefficients. If you choose the value auto, the service will automatically * select the precision based on the per-frame compression ratio. */ inline const Mpeg2IntraDcPrecision& GetIntraDcPrecision() const{ return m_intraDcPrecision; } /** * Use Intra DC precision to set quantization precision for intra-block DC * coefficients. If you choose the value auto, the service will automatically * select the precision based on the per-frame compression ratio. */ inline bool IntraDcPrecisionHasBeenSet() const { return m_intraDcPrecisionHasBeenSet; } /** * Use Intra DC precision to set quantization precision for intra-block DC * coefficients. If you choose the value auto, the service will automatically * select the precision based on the per-frame compression ratio. */ inline void SetIntraDcPrecision(const Mpeg2IntraDcPrecision& value) { m_intraDcPrecisionHasBeenSet = true; m_intraDcPrecision = value; } /** * Use Intra DC precision to set quantization precision for intra-block DC * coefficients. If you choose the value auto, the service will automatically * select the precision based on the per-frame compression ratio. */ inline void SetIntraDcPrecision(Mpeg2IntraDcPrecision&& value) { m_intraDcPrecisionHasBeenSet = true; m_intraDcPrecision = std::move(value); } /** * Use Intra DC precision to set quantization precision for intra-block DC * coefficients. If you choose the value auto, the service will automatically * select the precision based on the per-frame compression ratio. */ inline Mpeg2Settings& WithIntraDcPrecision(const Mpeg2IntraDcPrecision& value) { SetIntraDcPrecision(value); return *this;} /** * Use Intra DC precision to set quantization precision for intra-block DC * coefficients. If you choose the value auto, the service will automatically * select the precision based on the per-frame compression ratio. */ inline Mpeg2Settings& WithIntraDcPrecision(Mpeg2IntraDcPrecision&& value) { SetIntraDcPrecision(std::move(value)); return *this;} /** * Maximum bitrate in bits/second. For example, enter five megabits per second as * 5000000. */ inline int GetMaxBitrate() const{ return m_maxBitrate; } /** * Maximum bitrate in bits/second. For example, enter five megabits per second as * 5000000. */ inline bool MaxBitrateHasBeenSet() const { return m_maxBitrateHasBeenSet; } /** * Maximum bitrate in bits/second. For example, enter five megabits per second as * 5000000. */ inline void SetMaxBitrate(int value) { m_maxBitrateHasBeenSet = true; m_maxBitrate = value; } /** * Maximum bitrate in bits/second. For example, enter five megabits per second as * 5000000. */ inline Mpeg2Settings& WithMaxBitrate(int value) { SetMaxBitrate(value); return *this;} /** * Use this setting only when you also enable Scene change detection. This setting * determines how the encoder manages the spacing between I-frames that it inserts * as part of the I-frame cadence and the I-frames that it inserts for Scene change * detection. When you specify a value for this setting, the encoder determines * whether to skip a cadence-driven I-frame by the value you set. For example, if * you set Min I interval to 5 and a cadence-driven I-frame would fall within 5 * frames of a scene-change I-frame, then the encoder skips the cadence-driven * I-frame. In this way, one GOP is shrunk slightly and one GOP is stretched * slightly. When the cadence-driven I-frames are farther from the scene-change * I-frame than the value you set, then the encoder leaves all I-frames in place * and the GOPs surrounding the scene change are smaller than the usual cadence * GOPs. */ inline int GetMinIInterval() const{ return m_minIInterval; } /** * Use this setting only when you also enable Scene change detection. This setting * determines how the encoder manages the spacing between I-frames that it inserts * as part of the I-frame cadence and the I-frames that it inserts for Scene change * detection. When you specify a value for this setting, the encoder determines * whether to skip a cadence-driven I-frame by the value you set. For example, if * you set Min I interval to 5 and a cadence-driven I-frame would fall within 5 * frames of a scene-change I-frame, then the encoder skips the cadence-driven * I-frame. In this way, one GOP is shrunk slightly and one GOP is stretched * slightly. When the cadence-driven I-frames are farther from the scene-change * I-frame than the value you set, then the encoder leaves all I-frames in place * and the GOPs surrounding the scene change are smaller than the usual cadence * GOPs. */ inline bool MinIIntervalHasBeenSet() const { return m_minIIntervalHasBeenSet; } /** * Use this setting only when you also enable Scene change detection. This setting * determines how the encoder manages the spacing between I-frames that it inserts * as part of the I-frame cadence and the I-frames that it inserts for Scene change * detection. When you specify a value for this setting, the encoder determines * whether to skip a cadence-driven I-frame by the value you set. For example, if * you set Min I interval to 5 and a cadence-driven I-frame would fall within 5 * frames of a scene-change I-frame, then the encoder skips the cadence-driven * I-frame. In this way, one GOP is shrunk slightly and one GOP is stretched * slightly. When the cadence-driven I-frames are farther from the scene-change * I-frame than the value you set, then the encoder leaves all I-frames in place * and the GOPs surrounding the scene change are smaller than the usual cadence * GOPs. */ inline void SetMinIInterval(int value) { m_minIIntervalHasBeenSet = true; m_minIInterval = value; } /** * Use this setting only when you also enable Scene change detection. This setting * determines how the encoder manages the spacing between I-frames that it inserts * as part of the I-frame cadence and the I-frames that it inserts for Scene change * detection. When you specify a value for this setting, the encoder determines * whether to skip a cadence-driven I-frame by the value you set. For example, if * you set Min I interval to 5 and a cadence-driven I-frame would fall within 5 * frames of a scene-change I-frame, then the encoder skips the cadence-driven * I-frame. In this way, one GOP is shrunk slightly and one GOP is stretched * slightly. When the cadence-driven I-frames are farther from the scene-change * I-frame than the value you set, then the encoder leaves all I-frames in place * and the GOPs surrounding the scene change are smaller than the usual cadence * GOPs. */ inline Mpeg2Settings& WithMinIInterval(int value) { SetMinIInterval(value); return *this;} /** * Specify the number of B-frames that MediaConvert puts between reference frames * in this output. Valid values are whole numbers from 0 through 7. When you don't * specify a value, MediaConvert defaults to 2. */ inline int GetNumberBFramesBetweenReferenceFrames() const{ return m_numberBFramesBetweenReferenceFrames; } /** * Specify the number of B-frames that MediaConvert puts between reference frames * in this output. Valid values are whole numbers from 0 through 7. When you don't * specify a value, MediaConvert defaults to 2. */ inline bool NumberBFramesBetweenReferenceFramesHasBeenSet() const { return m_numberBFramesBetweenReferenceFramesHasBeenSet; } /** * Specify the number of B-frames that MediaConvert puts between reference frames * in this output. Valid values are whole numbers from 0 through 7. When you don't * specify a value, MediaConvert defaults to 2. */ inline void SetNumberBFramesBetweenReferenceFrames(int value) { m_numberBFramesBetweenReferenceFramesHasBeenSet = true; m_numberBFramesBetweenReferenceFrames = value; } /** * Specify the number of B-frames that MediaConvert puts between reference frames * in this output. Valid values are whole numbers from 0 through 7. When you don't * specify a value, MediaConvert defaults to 2. */ inline Mpeg2Settings& WithNumberBFramesBetweenReferenceFrames(int value) { SetNumberBFramesBetweenReferenceFrames(value); return *this;} /** * Optional. Specify how the service determines the pixel aspect ratio (PAR) for * this output. The default behavior, Follow source, uses the PAR from your input * video for your output. To specify a different PAR in the console, choose any * value other than Follow source. When you choose SPECIFIED for this setting, you * must also specify values for the parNumerator and parDenominator settings. */ inline const Mpeg2ParControl& GetParControl() const{ return m_parControl; } /** * Optional. Specify how the service determines the pixel aspect ratio (PAR) for * this output. The default behavior, Follow source, uses the PAR from your input * video for your output. To specify a different PAR in the console, choose any * value other than Follow source. When you choose SPECIFIED for this setting, you * must also specify values for the parNumerator and parDenominator settings. */ inline bool ParControlHasBeenSet() const { return m_parControlHasBeenSet; } /** * Optional. Specify how the service determines the pixel aspect ratio (PAR) for * this output. The default behavior, Follow source, uses the PAR from your input * video for your output. To specify a different PAR in the console, choose any * value other than Follow source. When you choose SPECIFIED for this setting, you * must also specify values for the parNumerator and parDenominator settings. */ inline void SetParControl(const Mpeg2ParControl& value) { m_parControlHasBeenSet = true; m_parControl = value; } /** * Optional. Specify how the service determines the pixel aspect ratio (PAR) for * this output. The default behavior, Follow source, uses the PAR from your input * video for your output. To specify a different PAR in the console, choose any * value other than Follow source. When you choose SPECIFIED for this setting, you * must also specify values for the parNumerator and parDenominator settings. */ inline void SetParControl(Mpeg2ParControl&& value) { m_parControlHasBeenSet = true; m_parControl = std::move(value); } /** * Optional. Specify how the service determines the pixel aspect ratio (PAR) for * this output. The default behavior, Follow source, uses the PAR from your input * video for your output. To specify a different PAR in the console, choose any * value other than Follow source. When you choose SPECIFIED for this setting, you * must also specify values for the parNumerator and parDenominator settings. */ inline Mpeg2Settings& WithParControl(const Mpeg2ParControl& value) { SetParControl(value); return *this;} /** * Optional. Specify how the service determines the pixel aspect ratio (PAR) for * this output. The default behavior, Follow source, uses the PAR from your input * video for your output. To specify a different PAR in the console, choose any * value other than Follow source. When you choose SPECIFIED for this setting, you * must also specify values for the parNumerator and parDenominator settings. */ inline Mpeg2Settings& WithParControl(Mpeg2ParControl&& value) { SetParControl(std::move(value)); return *this;} /** * Required when you set Pixel aspect ratio to SPECIFIED. On the console, this * corresponds to any value other than Follow source. When you specify an output * pixel aspect ratio (PAR) that is different from your input video PAR, provide * your output PAR as a ratio. For example, for D1/DV NTSC widescreen, you would * specify the ratio 40:33. In this example, the value for parDenominator is 33. */ inline int GetParDenominator() const{ return m_parDenominator; } /** * Required when you set Pixel aspect ratio to SPECIFIED. On the console, this * corresponds to any value other than Follow source. When you specify an output * pixel aspect ratio (PAR) that is different from your input video PAR, provide * your output PAR as a ratio. For example, for D1/DV NTSC widescreen, you would * specify the ratio 40:33. In this example, the value for parDenominator is 33. */ inline bool ParDenominatorHasBeenSet() const { return m_parDenominatorHasBeenSet; } /** * Required when you set Pixel aspect ratio to SPECIFIED. On the console, this * corresponds to any value other than Follow source. When you specify an output * pixel aspect ratio (PAR) that is different from your input video PAR, provide * your output PAR as a ratio. For example, for D1/DV NTSC widescreen, you would * specify the ratio 40:33. In this example, the value for parDenominator is 33. */ inline void SetParDenominator(int value) { m_parDenominatorHasBeenSet = true; m_parDenominator = value; } /** * Required when you set Pixel aspect ratio to SPECIFIED. On the console, this * corresponds to any value other than Follow source. When you specify an output * pixel aspect ratio (PAR) that is different from your input video PAR, provide * your output PAR as a ratio. For example, for D1/DV NTSC widescreen, you would * specify the ratio 40:33. In this example, the value for parDenominator is 33. */ inline Mpeg2Settings& WithParDenominator(int value) { SetParDenominator(value); return *this;} /** * Required when you set Pixel aspect ratio to SPECIFIED. On the console, this * corresponds to any value other than Follow source. When you specify an output * pixel aspect ratio (PAR) that is different from your input video PAR, provide * your output PAR as a ratio. For example, for D1/DV NTSC widescreen, you would * specify the ratio 40:33. In this example, the value for parNumerator is 40. */ inline int GetParNumerator() const{ return m_parNumerator; } /** * Required when you set Pixel aspect ratio to SPECIFIED. On the console, this * corresponds to any value other than Follow source. When you specify an output * pixel aspect ratio (PAR) that is different from your input video PAR, provide * your output PAR as a ratio. For example, for D1/DV NTSC widescreen, you would * specify the ratio 40:33. In this example, the value for parNumerator is 40. */ inline bool ParNumeratorHasBeenSet() const { return m_parNumeratorHasBeenSet; } /** * Required when you set Pixel aspect ratio to SPECIFIED. On the console, this * corresponds to any value other than Follow source. When you specify an output * pixel aspect ratio (PAR) that is different from your input video PAR, provide * your output PAR as a ratio. For example, for D1/DV NTSC widescreen, you would * specify the ratio 40:33. In this example, the value for parNumerator is 40. */ inline void SetParNumerator(int value) { m_parNumeratorHasBeenSet = true; m_parNumerator = value; } /** * Required when you set Pixel aspect ratio to SPECIFIED. On the console, this * corresponds to any value other than Follow source. When you specify an output * pixel aspect ratio (PAR) that is different from your input video PAR, provide * your output PAR as a ratio. For example, for D1/DV NTSC widescreen, you would * specify the ratio 40:33. In this example, the value for parNumerator is 40. */ inline Mpeg2Settings& WithParNumerator(int value) { SetParNumerator(value); return *this;} /** * Optional. Use Quality tuning level to choose how you want to trade off encoding * speed for output video quality. The default behavior is faster, lower quality, * single-pass encoding. */ inline const Mpeg2QualityTuningLevel& GetQualityTuningLevel() const{ return m_qualityTuningLevel; } /** * Optional. Use Quality tuning level to choose how you want to trade off encoding * speed for output video quality. The default behavior is faster, lower quality, * single-pass encoding. */ inline bool QualityTuningLevelHasBeenSet() const { return m_qualityTuningLevelHasBeenSet; } /** * Optional. Use Quality tuning level to choose how you want to trade off encoding * speed for output video quality. The default behavior is faster, lower quality, * single-pass encoding. */ inline void SetQualityTuningLevel(const Mpeg2QualityTuningLevel& value) { m_qualityTuningLevelHasBeenSet = true; m_qualityTuningLevel = value; } /** * Optional. Use Quality tuning level to choose how you want to trade off encoding * speed for output video quality. The default behavior is faster, lower quality, * single-pass encoding. */ inline void SetQualityTuningLevel(Mpeg2QualityTuningLevel&& value) { m_qualityTuningLevelHasBeenSet = true; m_qualityTuningLevel = std::move(value); } /** * Optional. Use Quality tuning level to choose how you want to trade off encoding * speed for output video quality. The default behavior is faster, lower quality, * single-pass encoding. */ inline Mpeg2Settings& WithQualityTuningLevel(const Mpeg2QualityTuningLevel& value) { SetQualityTuningLevel(value); return *this;} /** * Optional. Use Quality tuning level to choose how you want to trade off encoding * speed for output video quality. The default behavior is faster, lower quality, * single-pass encoding. */ inline Mpeg2Settings& WithQualityTuningLevel(Mpeg2QualityTuningLevel&& value) { SetQualityTuningLevel(std::move(value)); return *this;} /** * Use Rate control mode to specify whether the bitrate is variable (vbr) or * constant (cbr). */ inline const Mpeg2RateControlMode& GetRateControlMode() const{ return m_rateControlMode; } /** * Use Rate control mode to specify whether the bitrate is variable (vbr) or * constant (cbr). */ inline bool RateControlModeHasBeenSet() const { return m_rateControlModeHasBeenSet; } /** * Use Rate control mode to specify whether the bitrate is variable (vbr) or * constant (cbr). */ inline void SetRateControlMode(const Mpeg2RateControlMode& value) { m_rateControlModeHasBeenSet = true; m_rateControlMode = value; } /** * Use Rate control mode to specify whether the bitrate is variable (vbr) or * constant (cbr). */ inline void SetRateControlMode(Mpeg2RateControlMode&& value) { m_rateControlModeHasBeenSet = true; m_rateControlMode = std::move(value); } /** * Use Rate control mode to specify whether the bitrate is variable (vbr) or * constant (cbr). */ inline Mpeg2Settings& WithRateControlMode(const Mpeg2RateControlMode& value) { SetRateControlMode(value); return *this;} /** * Use Rate control mode to specify whether the bitrate is variable (vbr) or * constant (cbr). */ inline Mpeg2Settings& WithRateControlMode(Mpeg2RateControlMode&& value) { SetRateControlMode(std::move(value)); return *this;} /** * Use this setting for interlaced outputs, when your output frame rate is half of * your input frame rate. In this situation, choose Optimized interlacing to create * a better quality interlaced output. In this case, each progressive frame from * the input corresponds to an interlaced field in the output. Keep the default * value, Basic interlacing, for all other output frame rates. With basic * interlacing, MediaConvert performs any frame rate conversion first and then * interlaces the frames. When you choose Optimized interlacing and you set your * output frame rate to a value that isn't suitable for optimized interlacing, * MediaConvert automatically falls back to basic interlacing. Required settings: * To use optimized interlacing, you must set Telecine to None or Soft. You can't * use optimized interlacing for hard telecine outputs. You must also set Interlace * mode to a value other than Progressive. */ inline const Mpeg2ScanTypeConversionMode& GetScanTypeConversionMode() const{ return m_scanTypeConversionMode; } /** * Use this setting for interlaced outputs, when your output frame rate is half of * your input frame rate. In this situation, choose Optimized interlacing to create * a better quality interlaced output. In this case, each progressive frame from * the input corresponds to an interlaced field in the output. Keep the default * value, Basic interlacing, for all other output frame rates. With basic * interlacing, MediaConvert performs any frame rate conversion first and then * interlaces the frames. When you choose Optimized interlacing and you set your * output frame rate to a value that isn't suitable for optimized interlacing, * MediaConvert automatically falls back to basic interlacing. Required settings: * To use optimized interlacing, you must set Telecine to None or Soft. You can't * use optimized interlacing for hard telecine outputs. You must also set Interlace * mode to a value other than Progressive. */ inline bool ScanTypeConversionModeHasBeenSet() const { return m_scanTypeConversionModeHasBeenSet; } /** * Use this setting for interlaced outputs, when your output frame rate is half of * your input frame rate. In this situation, choose Optimized interlacing to create * a better quality interlaced output. In this case, each progressive frame from * the input corresponds to an interlaced field in the output. Keep the default * value, Basic interlacing, for all other output frame rates. With basic * interlacing, MediaConvert performs any frame rate conversion first and then * interlaces the frames. When you choose Optimized interlacing and you set your * output frame rate to a value that isn't suitable for optimized interlacing, * MediaConvert automatically falls back to basic interlacing. Required settings: * To use optimized interlacing, you must set Telecine to None or Soft. You can't * use optimized interlacing for hard telecine outputs. You must also set Interlace * mode to a value other than Progressive. */ inline void SetScanTypeConversionMode(const Mpeg2ScanTypeConversionMode& value) { m_scanTypeConversionModeHasBeenSet = true; m_scanTypeConversionMode = value; } /** * Use this setting for interlaced outputs, when your output frame rate is half of * your input frame rate. In this situation, choose Optimized interlacing to create * a better quality interlaced output. In this case, each progressive frame from * the input corresponds to an interlaced field in the output. Keep the default * value, Basic interlacing, for all other output frame rates. With basic * interlacing, MediaConvert performs any frame rate conversion first and then * interlaces the frames. When you choose Optimized interlacing and you set your * output frame rate to a value that isn't suitable for optimized interlacing, * MediaConvert automatically falls back to basic interlacing. Required settings: * To use optimized interlacing, you must set Telecine to None or Soft. You can't * use optimized interlacing for hard telecine outputs. You must also set Interlace * mode to a value other than Progressive. */ inline void SetScanTypeConversionMode(Mpeg2ScanTypeConversionMode&& value) { m_scanTypeConversionModeHasBeenSet = true; m_scanTypeConversionMode = std::move(value); } /** * Use this setting for interlaced outputs, when your output frame rate is half of * your input frame rate. In this situation, choose Optimized interlacing to create * a better quality interlaced output. In this case, each progressive frame from * the input corresponds to an interlaced field in the output. Keep the default * value, Basic interlacing, for all other output frame rates. With basic * interlacing, MediaConvert performs any frame rate conversion first and then * interlaces the frames. When you choose Optimized interlacing and you set your * output frame rate to a value that isn't suitable for optimized interlacing, * MediaConvert automatically falls back to basic interlacing. Required settings: * To use optimized interlacing, you must set Telecine to None or Soft. You can't * use optimized interlacing for hard telecine outputs. You must also set Interlace * mode to a value other than Progressive. */ inline Mpeg2Settings& WithScanTypeConversionMode(const Mpeg2ScanTypeConversionMode& value) { SetScanTypeConversionMode(value); return *this;} /** * Use this setting for interlaced outputs, when your output frame rate is half of * your input frame rate. In this situation, choose Optimized interlacing to create * a better quality interlaced output. In this case, each progressive frame from * the input corresponds to an interlaced field in the output. Keep the default * value, Basic interlacing, for all other output frame rates. With basic * interlacing, MediaConvert performs any frame rate conversion first and then * interlaces the frames. When you choose Optimized interlacing and you set your * output frame rate to a value that isn't suitable for optimized interlacing, * MediaConvert automatically falls back to basic interlacing. Required settings: * To use optimized interlacing, you must set Telecine to None or Soft. You can't * use optimized interlacing for hard telecine outputs. You must also set Interlace * mode to a value other than Progressive. */ inline Mpeg2Settings& WithScanTypeConversionMode(Mpeg2ScanTypeConversionMode&& value) { SetScanTypeConversionMode(std::move(value)); return *this;} /** * Enable this setting to insert I-frames at scene changes that the service * automatically detects. This improves video quality and is enabled by default. */ inline const Mpeg2SceneChangeDetect& GetSceneChangeDetect() const{ return m_sceneChangeDetect; } /** * Enable this setting to insert I-frames at scene changes that the service * automatically detects. This improves video quality and is enabled by default. */ inline bool SceneChangeDetectHasBeenSet() const { return m_sceneChangeDetectHasBeenSet; } /** * Enable this setting to insert I-frames at scene changes that the service * automatically detects. This improves video quality and is enabled by default. */ inline void SetSceneChangeDetect(const Mpeg2SceneChangeDetect& value) { m_sceneChangeDetectHasBeenSet = true; m_sceneChangeDetect = value; } /** * Enable this setting to insert I-frames at scene changes that the service * automatically detects. This improves video quality and is enabled by default. */ inline void SetSceneChangeDetect(Mpeg2SceneChangeDetect&& value) { m_sceneChangeDetectHasBeenSet = true; m_sceneChangeDetect = std::move(value); } /** * Enable this setting to insert I-frames at scene changes that the service * automatically detects. This improves video quality and is enabled by default. */ inline Mpeg2Settings& WithSceneChangeDetect(const Mpeg2SceneChangeDetect& value) { SetSceneChangeDetect(value); return *this;} /** * Enable this setting to insert I-frames at scene changes that the service * automatically detects. This improves video quality and is enabled by default. */ inline Mpeg2Settings& WithSceneChangeDetect(Mpeg2SceneChangeDetect&& value) { SetSceneChangeDetect(std::move(value)); return *this;} /** * Ignore this setting unless your input frame rate is 23.976 or 24 frames per * second (fps). Enable slow PAL to create a 25 fps output. When you enable slow * PAL, MediaConvert relabels the video frames to 25 fps and resamples your audio * to keep it synchronized with the video. Note that enabling this setting will * slightly reduce the duration of your video. Required settings: You must also set * Framerate to 25. */ inline const Mpeg2SlowPal& GetSlowPal() const{ return m_slowPal; } /** * Ignore this setting unless your input frame rate is 23.976 or 24 frames per * second (fps). Enable slow PAL to create a 25 fps output. When you enable slow * PAL, MediaConvert relabels the video frames to 25 fps and resamples your audio * to keep it synchronized with the video. Note that enabling this setting will * slightly reduce the duration of your video. Required settings: You must also set * Framerate to 25. */ inline bool SlowPalHasBeenSet() const { return m_slowPalHasBeenSet; } /** * Ignore this setting unless your input frame rate is 23.976 or 24 frames per * second (fps). Enable slow PAL to create a 25 fps output. When you enable slow * PAL, MediaConvert relabels the video frames to 25 fps and resamples your audio * to keep it synchronized with the video. Note that enabling this setting will * slightly reduce the duration of your video. Required settings: You must also set * Framerate to 25. */ inline void SetSlowPal(const Mpeg2SlowPal& value) { m_slowPalHasBeenSet = true; m_slowPal = value; } /** * Ignore this setting unless your input frame rate is 23.976 or 24 frames per * second (fps). Enable slow PAL to create a 25 fps output. When you enable slow * PAL, MediaConvert relabels the video frames to 25 fps and resamples your audio * to keep it synchronized with the video. Note that enabling this setting will * slightly reduce the duration of your video. Required settings: You must also set * Framerate to 25. */ inline void SetSlowPal(Mpeg2SlowPal&& value) { m_slowPalHasBeenSet = true; m_slowPal = std::move(value); } /** * Ignore this setting unless your input frame rate is 23.976 or 24 frames per * second (fps). Enable slow PAL to create a 25 fps output. When you enable slow * PAL, MediaConvert relabels the video frames to 25 fps and resamples your audio * to keep it synchronized with the video. Note that enabling this setting will * slightly reduce the duration of your video. Required settings: You must also set * Framerate to 25. */ inline Mpeg2Settings& WithSlowPal(const Mpeg2SlowPal& value) { SetSlowPal(value); return *this;} /** * Ignore this setting unless your input frame rate is 23.976 or 24 frames per * second (fps). Enable slow PAL to create a 25 fps output. When you enable slow * PAL, MediaConvert relabels the video frames to 25 fps and resamples your audio * to keep it synchronized with the video. Note that enabling this setting will * slightly reduce the duration of your video. Required settings: You must also set * Framerate to 25. */ inline Mpeg2Settings& WithSlowPal(Mpeg2SlowPal&& value) { SetSlowPal(std::move(value)); return *this;} /** * Ignore this setting unless you need to comply with a specification that requires * a specific value. If you don't have a specification requirement, we recommend * that you adjust the softness of your output by using a lower value for the * setting Sharpness or by enabling a noise reducer filter. The Softness setting * specifies the quantization matrices that the encoder uses. Keep the default * value, 0, to use the AWS Elemental default matrices. Choose a value from 17 to * 128 to use planar interpolation. Increasing values from 17 to 128 result in * increasing reduction of high-frequency data. The value 128 results in the * softest video. */ inline int GetSoftness() const{ return m_softness; } /** * Ignore this setting unless you need to comply with a specification that requires * a specific value. If you don't have a specification requirement, we recommend * that you adjust the softness of your output by using a lower value for the * setting Sharpness or by enabling a noise reducer filter. The Softness setting * specifies the quantization matrices that the encoder uses. Keep the default * value, 0, to use the AWS Elemental default matrices. Choose a value from 17 to * 128 to use planar interpolation. Increasing values from 17 to 128 result in * increasing reduction of high-frequency data. The value 128 results in the * softest video. */ inline bool SoftnessHasBeenSet() const { return m_softnessHasBeenSet; } /** * Ignore this setting unless you need to comply with a specification that requires * a specific value. If you don't have a specification requirement, we recommend * that you adjust the softness of your output by using a lower value for the * setting Sharpness or by enabling a noise reducer filter. The Softness setting * specifies the quantization matrices that the encoder uses. Keep the default * value, 0, to use the AWS Elemental default matrices. Choose a value from 17 to * 128 to use planar interpolation. Increasing values from 17 to 128 result in * increasing reduction of high-frequency data. The value 128 results in the * softest video. */ inline void SetSoftness(int value) { m_softnessHasBeenSet = true; m_softness = value; } /** * Ignore this setting unless you need to comply with a specification that requires * a specific value. If you don't have a specification requirement, we recommend * that you adjust the softness of your output by using a lower value for the * setting Sharpness or by enabling a noise reducer filter. The Softness setting * specifies the quantization matrices that the encoder uses. Keep the default * value, 0, to use the AWS Elemental default matrices. Choose a value from 17 to * 128 to use planar interpolation. Increasing values from 17 to 128 result in * increasing reduction of high-frequency data. The value 128 results in the * softest video. */ inline Mpeg2Settings& WithSoftness(int value) { SetSoftness(value); return *this;} /** * Keep the default value, Enabled, to adjust quantization within each frame based * on spatial variation of content complexity. When you enable this feature, the * encoder uses fewer bits on areas that can sustain more distortion with no * noticeable visual degradation and uses more bits on areas where any small * distortion will be noticeable. For example, complex textured blocks are encoded * with fewer bits and smooth textured blocks are encoded with more bits. Enabling * this feature will almost always improve your video quality. Note, though, that * this feature doesn't take into account where the viewer's attention is likely to * be. If viewers are likely to be focusing their attention on a part of the screen * with a lot of complex texture, you might choose to disable this feature. Related * setting: When you enable spatial adaptive quantization, set the value for * Adaptive quantization depending on your content. For homogeneous content, such * as cartoons and video games, set it to Low. For content with a wider variety of * textures, set it to High or Higher. */ inline const Mpeg2SpatialAdaptiveQuantization& GetSpatialAdaptiveQuantization() const{ return m_spatialAdaptiveQuantization; } /** * Keep the default value, Enabled, to adjust quantization within each frame based * on spatial variation of content complexity. When you enable this feature, the * encoder uses fewer bits on areas that can sustain more distortion with no * noticeable visual degradation and uses more bits on areas where any small * distortion will be noticeable. For example, complex textured blocks are encoded * with fewer bits and smooth textured blocks are encoded with more bits. Enabling * this feature will almost always improve your video quality. Note, though, that * this feature doesn't take into account where the viewer's attention is likely to * be. If viewers are likely to be focusing their attention on a part of the screen * with a lot of complex texture, you might choose to disable this feature. Related * setting: When you enable spatial adaptive quantization, set the value for * Adaptive quantization depending on your content. For homogeneous content, such * as cartoons and video games, set it to Low. For content with a wider variety of * textures, set it to High or Higher. */ inline bool SpatialAdaptiveQuantizationHasBeenSet() const { return m_spatialAdaptiveQuantizationHasBeenSet; } /** * Keep the default value, Enabled, to adjust quantization within each frame based * on spatial variation of content complexity. When you enable this feature, the * encoder uses fewer bits on areas that can sustain more distortion with no * noticeable visual degradation and uses more bits on areas where any small * distortion will be noticeable. For example, complex textured blocks are encoded * with fewer bits and smooth textured blocks are encoded with more bits. Enabling * this feature will almost always improve your video quality. Note, though, that * this feature doesn't take into account where the viewer's attention is likely to * be. If viewers are likely to be focusing their attention on a part of the screen * with a lot of complex texture, you might choose to disable this feature. Related * setting: When you enable spatial adaptive quantization, set the value for * Adaptive quantization depending on your content. For homogeneous content, such * as cartoons and video games, set it to Low. For content with a wider variety of * textures, set it to High or Higher. */ inline void SetSpatialAdaptiveQuantization(const Mpeg2SpatialAdaptiveQuantization& value) { m_spatialAdaptiveQuantizationHasBeenSet = true; m_spatialAdaptiveQuantization = value; } /** * Keep the default value, Enabled, to adjust quantization within each frame based * on spatial variation of content complexity. When you enable this feature, the * encoder uses fewer bits on areas that can sustain more distortion with no * noticeable visual degradation and uses more bits on areas where any small * distortion will be noticeable. For example, complex textured blocks are encoded * with fewer bits and smooth textured blocks are encoded with more bits. Enabling * this feature will almost always improve your video quality. Note, though, that * this feature doesn't take into account where the viewer's attention is likely to * be. If viewers are likely to be focusing their attention on a part of the screen * with a lot of complex texture, you might choose to disable this feature. Related * setting: When you enable spatial adaptive quantization, set the value for * Adaptive quantization depending on your content. For homogeneous content, such * as cartoons and video games, set it to Low. For content with a wider variety of * textures, set it to High or Higher. */ inline void SetSpatialAdaptiveQuantization(Mpeg2SpatialAdaptiveQuantization&& value) { m_spatialAdaptiveQuantizationHasBeenSet = true; m_spatialAdaptiveQuantization = std::move(value); } /** * Keep the default value, Enabled, to adjust quantization within each frame based * on spatial variation of content complexity. When you enable this feature, the * encoder uses fewer bits on areas that can sustain more distortion with no * noticeable visual degradation and uses more bits on areas where any small * distortion will be noticeable. For example, complex textured blocks are encoded * with fewer bits and smooth textured blocks are encoded with more bits. Enabling * this feature will almost always improve your video quality. Note, though, that * this feature doesn't take into account where the viewer's attention is likely to * be. If viewers are likely to be focusing their attention on a part of the screen * with a lot of complex texture, you might choose to disable this feature. Related * setting: When you enable spatial adaptive quantization, set the value for * Adaptive quantization depending on your content. For homogeneous content, such * as cartoons and video games, set it to Low. For content with a wider variety of * textures, set it to High or Higher. */ inline Mpeg2Settings& WithSpatialAdaptiveQuantization(const Mpeg2SpatialAdaptiveQuantization& value) { SetSpatialAdaptiveQuantization(value); return *this;} /** * Keep the default value, Enabled, to adjust quantization within each frame based * on spatial variation of content complexity. When you enable this feature, the * encoder uses fewer bits on areas that can sustain more distortion with no * noticeable visual degradation and uses more bits on areas where any small * distortion will be noticeable. For example, complex textured blocks are encoded * with fewer bits and smooth textured blocks are encoded with more bits. Enabling * this feature will almost always improve your video quality. Note, though, that * this feature doesn't take into account where the viewer's attention is likely to * be. If viewers are likely to be focusing their attention on a part of the screen * with a lot of complex texture, you might choose to disable this feature. Related * setting: When you enable spatial adaptive quantization, set the value for * Adaptive quantization depending on your content. For homogeneous content, such * as cartoons and video games, set it to Low. For content with a wider variety of * textures, set it to High or Higher. */ inline Mpeg2Settings& WithSpatialAdaptiveQuantization(Mpeg2SpatialAdaptiveQuantization&& value) { SetSpatialAdaptiveQuantization(std::move(value)); return *this;} /** * Specify whether this output's video uses the D10 syntax. Keep the default value * to not use the syntax. Related settings: When you choose D10 for your MXF * profile, you must also set this value to D10. */ inline const Mpeg2Syntax& GetSyntax() const{ return m_syntax; } /** * Specify whether this output's video uses the D10 syntax. Keep the default value * to not use the syntax. Related settings: When you choose D10 for your MXF * profile, you must also set this value to D10. */ inline bool SyntaxHasBeenSet() const { return m_syntaxHasBeenSet; } /** * Specify whether this output's video uses the D10 syntax. Keep the default value * to not use the syntax. Related settings: When you choose D10 for your MXF * profile, you must also set this value to D10. */ inline void SetSyntax(const Mpeg2Syntax& value) { m_syntaxHasBeenSet = true; m_syntax = value; } /** * Specify whether this output's video uses the D10 syntax. Keep the default value * to not use the syntax. Related settings: When you choose D10 for your MXF * profile, you must also set this value to D10. */ inline void SetSyntax(Mpeg2Syntax&& value) { m_syntaxHasBeenSet = true; m_syntax = std::move(value); } /** * Specify whether this output's video uses the D10 syntax. Keep the default value * to not use the syntax. Related settings: When you choose D10 for your MXF * profile, you must also set this value to D10. */ inline Mpeg2Settings& WithSyntax(const Mpeg2Syntax& value) { SetSyntax(value); return *this;} /** * Specify whether this output's video uses the D10 syntax. Keep the default value * to not use the syntax. Related settings: When you choose D10 for your MXF * profile, you must also set this value to D10. */ inline Mpeg2Settings& WithSyntax(Mpeg2Syntax&& value) { SetSyntax(std::move(value)); return *this;} /** * When you do frame rate conversion from 23.976 frames per second (fps) to 29.97 * fps, and your output scan type is interlaced, you can optionally enable hard or * soft telecine to create a smoother picture. Hard telecine produces a 29.97i * output. Soft telecine produces an output with a 23.976 output that signals to * the video player device to do the conversion during play back. When you keep the * default value, None, MediaConvert does a standard frame rate conversion to 29.97 * without doing anything with the field polarity to create a smoother picture. */ inline const Mpeg2Telecine& GetTelecine() const{ return m_telecine; } /** * When you do frame rate conversion from 23.976 frames per second (fps) to 29.97 * fps, and your output scan type is interlaced, you can optionally enable hard or * soft telecine to create a smoother picture. Hard telecine produces a 29.97i * output. Soft telecine produces an output with a 23.976 output that signals to * the video player device to do the conversion during play back. When you keep the * default value, None, MediaConvert does a standard frame rate conversion to 29.97 * without doing anything with the field polarity to create a smoother picture. */ inline bool TelecineHasBeenSet() const { return m_telecineHasBeenSet; } /** * When you do frame rate conversion from 23.976 frames per second (fps) to 29.97 * fps, and your output scan type is interlaced, you can optionally enable hard or * soft telecine to create a smoother picture. Hard telecine produces a 29.97i * output. Soft telecine produces an output with a 23.976 output that signals to * the video player device to do the conversion during play back. When you keep the * default value, None, MediaConvert does a standard frame rate conversion to 29.97 * without doing anything with the field polarity to create a smoother picture. */ inline void SetTelecine(const Mpeg2Telecine& value) { m_telecineHasBeenSet = true; m_telecine = value; } /** * When you do frame rate conversion from 23.976 frames per second (fps) to 29.97 * fps, and your output scan type is interlaced, you can optionally enable hard or * soft telecine to create a smoother picture. Hard telecine produces a 29.97i * output. Soft telecine produces an output with a 23.976 output that signals to * the video player device to do the conversion during play back. When you keep the * default value, None, MediaConvert does a standard frame rate conversion to 29.97 * without doing anything with the field polarity to create a smoother picture. */ inline void SetTelecine(Mpeg2Telecine&& value) { m_telecineHasBeenSet = true; m_telecine = std::move(value); } /** * When you do frame rate conversion from 23.976 frames per second (fps) to 29.97 * fps, and your output scan type is interlaced, you can optionally enable hard or * soft telecine to create a smoother picture. Hard telecine produces a 29.97i * output. Soft telecine produces an output with a 23.976 output that signals to * the video player device to do the conversion during play back. When you keep the * default value, None, MediaConvert does a standard frame rate conversion to 29.97 * without doing anything with the field polarity to create a smoother picture. */ inline Mpeg2Settings& WithTelecine(const Mpeg2Telecine& value) { SetTelecine(value); return *this;} /** * When you do frame rate conversion from 23.976 frames per second (fps) to 29.97 * fps, and your output scan type is interlaced, you can optionally enable hard or * soft telecine to create a smoother picture. Hard telecine produces a 29.97i * output. Soft telecine produces an output with a 23.976 output that signals to * the video player device to do the conversion during play back. When you keep the * default value, None, MediaConvert does a standard frame rate conversion to 29.97 * without doing anything with the field polarity to create a smoother picture. */ inline Mpeg2Settings& WithTelecine(Mpeg2Telecine&& value) { SetTelecine(std::move(value)); return *this;} /** * Keep the default value, Enabled, to adjust quantization within each frame based * on temporal variation of content complexity. When you enable this feature, the * encoder uses fewer bits on areas of the frame that aren't moving and uses more * bits on complex objects with sharp edges that move a lot. For example, this * feature improves the readability of text tickers on newscasts and scoreboards on * sports matches. Enabling this feature will almost always improve your video * quality. Note, though, that this feature doesn't take into account where the * viewer's attention is likely to be. If viewers are likely to be focusing their * attention on a part of the screen that doesn't have moving objects with sharp * edges, such as sports athletes' faces, you might choose to disable this feature. * Related setting: When you enable temporal quantization, adjust the strength of * the filter with the setting Adaptive quantization. */ inline const Mpeg2TemporalAdaptiveQuantization& GetTemporalAdaptiveQuantization() const{ return m_temporalAdaptiveQuantization; } /** * Keep the default value, Enabled, to adjust quantization within each frame based * on temporal variation of content complexity. When you enable this feature, the * encoder uses fewer bits on areas of the frame that aren't moving and uses more * bits on complex objects with sharp edges that move a lot. For example, this * feature improves the readability of text tickers on newscasts and scoreboards on * sports matches. Enabling this feature will almost always improve your video * quality. Note, though, that this feature doesn't take into account where the * viewer's attention is likely to be. If viewers are likely to be focusing their * attention on a part of the screen that doesn't have moving objects with sharp * edges, such as sports athletes' faces, you might choose to disable this feature. * Related setting: When you enable temporal quantization, adjust the strength of * the filter with the setting Adaptive quantization. */ inline bool TemporalAdaptiveQuantizationHasBeenSet() const { return m_temporalAdaptiveQuantizationHasBeenSet; } /** * Keep the default value, Enabled, to adjust quantization within each frame based * on temporal variation of content complexity. When you enable this feature, the * encoder uses fewer bits on areas of the frame that aren't moving and uses more * bits on complex objects with sharp edges that move a lot. For example, this * feature improves the readability of text tickers on newscasts and scoreboards on * sports matches. Enabling this feature will almost always improve your video * quality. Note, though, that this feature doesn't take into account where the * viewer's attention is likely to be. If viewers are likely to be focusing their * attention on a part of the screen that doesn't have moving objects with sharp * edges, such as sports athletes' faces, you might choose to disable this feature. * Related setting: When you enable temporal quantization, adjust the strength of * the filter with the setting Adaptive quantization. */ inline void SetTemporalAdaptiveQuantization(const Mpeg2TemporalAdaptiveQuantization& value) { m_temporalAdaptiveQuantizationHasBeenSet = true; m_temporalAdaptiveQuantization = value; } /** * Keep the default value, Enabled, to adjust quantization within each frame based * on temporal variation of content complexity. When you enable this feature, the * encoder uses fewer bits on areas of the frame that aren't moving and uses more * bits on complex objects with sharp edges that move a lot. For example, this * feature improves the readability of text tickers on newscasts and scoreboards on * sports matches. Enabling this feature will almost always improve your video * quality. Note, though, that this feature doesn't take into account where the * viewer's attention is likely to be. If viewers are likely to be focusing their * attention on a part of the screen that doesn't have moving objects with sharp * edges, such as sports athletes' faces, you might choose to disable this feature. * Related setting: When you enable temporal quantization, adjust the strength of * the filter with the setting Adaptive quantization. */ inline void SetTemporalAdaptiveQuantization(Mpeg2TemporalAdaptiveQuantization&& value) { m_temporalAdaptiveQuantizationHasBeenSet = true; m_temporalAdaptiveQuantization = std::move(value); } /** * Keep the default value, Enabled, to adjust quantization within each frame based * on temporal variation of content complexity. When you enable this feature, the * encoder uses fewer bits on areas of the frame that aren't moving and uses more * bits on complex objects with sharp edges that move a lot. For example, this * feature improves the readability of text tickers on newscasts and scoreboards on * sports matches. Enabling this feature will almost always improve your video * quality. Note, though, that this feature doesn't take into account where the * viewer's attention is likely to be. If viewers are likely to be focusing their * attention on a part of the screen that doesn't have moving objects with sharp * edges, such as sports athletes' faces, you might choose to disable this feature. * Related setting: When you enable temporal quantization, adjust the strength of * the filter with the setting Adaptive quantization. */ inline Mpeg2Settings& WithTemporalAdaptiveQuantization(const Mpeg2TemporalAdaptiveQuantization& value) { SetTemporalAdaptiveQuantization(value); return *this;} /** * Keep the default value, Enabled, to adjust quantization within each frame based * on temporal variation of content complexity. When you enable this feature, the * encoder uses fewer bits on areas of the frame that aren't moving and uses more * bits on complex objects with sharp edges that move a lot. For example, this * feature improves the readability of text tickers on newscasts and scoreboards on * sports matches. Enabling this feature will almost always improve your video * quality. Note, though, that this feature doesn't take into account where the * viewer's attention is likely to be. If viewers are likely to be focusing their * attention on a part of the screen that doesn't have moving objects with sharp * edges, such as sports athletes' faces, you might choose to disable this feature. * Related setting: When you enable temporal quantization, adjust the strength of * the filter with the setting Adaptive quantization. */ inline Mpeg2Settings& WithTemporalAdaptiveQuantization(Mpeg2TemporalAdaptiveQuantization&& value) { SetTemporalAdaptiveQuantization(std::move(value)); return *this;} private: Mpeg2AdaptiveQuantization m_adaptiveQuantization; bool m_adaptiveQuantizationHasBeenSet = false; int m_bitrate; bool m_bitrateHasBeenSet = false; Mpeg2CodecLevel m_codecLevel; bool m_codecLevelHasBeenSet = false; Mpeg2CodecProfile m_codecProfile; bool m_codecProfileHasBeenSet = false; Mpeg2DynamicSubGop m_dynamicSubGop; bool m_dynamicSubGopHasBeenSet = false; Mpeg2FramerateControl m_framerateControl; bool m_framerateControlHasBeenSet = false; Mpeg2FramerateConversionAlgorithm m_framerateConversionAlgorithm; bool m_framerateConversionAlgorithmHasBeenSet = false; int m_framerateDenominator; bool m_framerateDenominatorHasBeenSet = false; int m_framerateNumerator; bool m_framerateNumeratorHasBeenSet = false; int m_gopClosedCadence; bool m_gopClosedCadenceHasBeenSet = false; double m_gopSize; bool m_gopSizeHasBeenSet = false; Mpeg2GopSizeUnits m_gopSizeUnits; bool m_gopSizeUnitsHasBeenSet = false; int m_hrdBufferFinalFillPercentage; bool m_hrdBufferFinalFillPercentageHasBeenSet = false; int m_hrdBufferInitialFillPercentage; bool m_hrdBufferInitialFillPercentageHasBeenSet = false; int m_hrdBufferSize; bool m_hrdBufferSizeHasBeenSet = false; Mpeg2InterlaceMode m_interlaceMode; bool m_interlaceModeHasBeenSet = false; Mpeg2IntraDcPrecision m_intraDcPrecision; bool m_intraDcPrecisionHasBeenSet = false; int m_maxBitrate; bool m_maxBitrateHasBeenSet = false; int m_minIInterval; bool m_minIIntervalHasBeenSet = false; int m_numberBFramesBetweenReferenceFrames; bool m_numberBFramesBetweenReferenceFramesHasBeenSet = false; Mpeg2ParControl m_parControl; bool m_parControlHasBeenSet = false; int m_parDenominator; bool m_parDenominatorHasBeenSet = false; int m_parNumerator; bool m_parNumeratorHasBeenSet = false; Mpeg2QualityTuningLevel m_qualityTuningLevel; bool m_qualityTuningLevelHasBeenSet = false; Mpeg2RateControlMode m_rateControlMode; bool m_rateControlModeHasBeenSet = false; Mpeg2ScanTypeConversionMode m_scanTypeConversionMode; bool m_scanTypeConversionModeHasBeenSet = false; Mpeg2SceneChangeDetect m_sceneChangeDetect; bool m_sceneChangeDetectHasBeenSet = false; Mpeg2SlowPal m_slowPal; bool m_slowPalHasBeenSet = false; int m_softness; bool m_softnessHasBeenSet = false; Mpeg2SpatialAdaptiveQuantization m_spatialAdaptiveQuantization; bool m_spatialAdaptiveQuantizationHasBeenSet = false; Mpeg2Syntax m_syntax; bool m_syntaxHasBeenSet = false; Mpeg2Telecine m_telecine; bool m_telecineHasBeenSet = false; Mpeg2TemporalAdaptiveQuantization m_temporalAdaptiveQuantization; bool m_temporalAdaptiveQuantizationHasBeenSet = false; }; } // namespace Model } // namespace MediaConvert } // namespace Aws