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The fire effect simulates a fire by generating a number of individual flames of randomized appearance. You can control various parameters that define how the flames are generated and how they change over time.

The fire effect takes no sources.

The QTPlgEffectFireDesc class that implements methods and properties to setup programmatically the parameters of the Fire Effect Generator provided natively by QuickTime.







The QTPlgEffectFireDesc class constructors are called when you create a new instance of the class, while the ˜QTPlgEffectFireDesc class destructor, is called automatically when the class is no more in use. Also, you can invoke the class destructor by setting the instance of the class to nil.
Once a new class instance is returned, it is good practice to check the class property to be sure that the new object can be used. For discussion about the validity of an effect description instance see the documentation relative to the .

The class provides you with the following initializer methods:
()
This is the default constructor. Use this constructor to create a completely new data descriptor container in memory.
(other as )
This is the copy constructor. The properties of the object to be copied will be used to initialize the new class instance properties. Note that the parameter passed is a generic object; this is due to the fact that you could use a descriptor obtained by the that returns a generic . Anyway, the class makes a control to check if the passed object is suitable for use and, if not, will initialize the class instance with default values

specifies how quickly the fire expands to its highest level from its starting point. The higher the value, the more quickly the fire starts up and reaches its maximum burn rate
determines how quickly the flames die down as they move up the screen. Low numbers result in very tall flames, high numbers in very low flames
specifies how often "water" is tossed on the base of the fire, instantly putting out the fire at that point. High numbers result in a fire that’s very broken up (i.e. many areas of burning and non–burning) while lower numbers result in a wider, smoother fire
determines how often entire fire is put out, then allowed to restart