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UnrealEngineUWP/Engine/Source/Runtime/Engine/Private/SoundNodeGroupControl.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Sound/SoundNodeGroupControl.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "ActiveSound.h"
DEFINE_LOG_CATEGORY_STATIC(LogSoundNodeGroupControl, Log, All);
TMap< USoundNodeGroupControl*, TArray< TMap< FActiveSound*, int32> > > USoundNodeGroupControl::GroupControlSlotUsageMap;
/*-----------------------------------------------------------------------------
USoundNodeGroupControl implementation.
-----------------------------------------------------------------------------*/
USoundNodeGroupControl::USoundNodeGroupControl(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void USoundNodeGroupControl::FixGroupSizesArray()
{
const int32 CorrectGroupSizesCount = FMath::Max(ChildNodes.Num() - 1, 0);
// If group sizes and children got out of sync, we fix it first.
if( GroupSizes.Num() < CorrectGroupSizesCount )
{
GroupSizes.AddZeroed( CorrectGroupSizesCount - GroupSizes.Num() );
}
else if( GroupSizes.Num() > CorrectGroupSizesCount )
{
const int32 NumToRemove = GroupSizes.Num() - CorrectGroupSizesCount;
GroupSizes.RemoveAt( GroupSizes.Num() - NumToRemove, NumToRemove );
}
}
bool USoundNodeGroupControl::NotifyWaveInstanceFinished( FWaveInstance* WaveInstance )
{
FActiveSound& ActiveSound = *WaveInstance->ActiveSound;
const UPTRINT NodeWaveInstanceHash = WaveInstance->NotifyBufferFinishedHooks.GetHashForNode(this);
RETRIEVE_SOUNDNODE_PAYLOAD( sizeof( int32 ) );
DECLARE_SOUNDNODE_ELEMENT( int32, NodeIndex );
check( *RequiresInitialization == 0 );
TArray<TMap<FActiveSound*, int32> >* Slots = GroupControlSlotUsageMap.Find(this);
if (Slots == NULL)
{
return false;
}
TMap<FActiveSound*, int32>& ActiveSounds = (*Slots)[NodeIndex];
int32* ActiveSoundWaveInstanceCount = ActiveSounds.Find(WaveInstance->ActiveSound);
if (ActiveSoundWaveInstanceCount == NULL)
{
return false;
}
if (*ActiveSoundWaveInstanceCount > 1)
{
--(*ActiveSoundWaveInstanceCount);
}
else if (ActiveSounds.Num() > 1)
{
ActiveSounds.Remove(WaveInstance->ActiveSound);
}
else
{
int32 ActiveSoundCount = 0;
for (int32 SlotIndex = 0; SlotIndex < (*Slots).Num(); ++SlotIndex)
{
ActiveSoundCount += (*Slots)[SlotIndex].Num();
}
if (ActiveSoundCount == 1)
{
GroupControlSlotUsageMap.Remove(this);
}
else
{
ActiveSounds.Remove(WaveInstance->ActiveSound);
}
}
return false;
}
void USoundNodeGroupControl::ParseNodes( FAudioDevice* AudioDevice, const UPTRINT NodeWaveInstanceHash, FActiveSound& ActiveSound, const FSoundParseParameters& ParseParams, TArray<FWaveInstance*>& WaveInstances )
{
bool bInitializing = false;
const int32 WaveInstanceCount = WaveInstances.Num();
TArray<TMap<FActiveSound*, int32> >* Slots = NULL;
int32 NodeIndexCopy = 0; // Copy of NodeIndex taken before parse wrecks it
{
RETRIEVE_SOUNDNODE_PAYLOAD( sizeof( int32 ) );
DECLARE_SOUNDNODE_ELEMENT( int32, NodeIndex );
bInitializing = (*RequiresInitialization != 0);
if( bInitializing )
{
NodeIndex = 0;
Slots = GroupControlSlotUsageMap.Find(this);
if (Slots)
{
for(; NodeIndex < GroupSizes.Num(); ++NodeIndex)
{
if ((*Slots)[NodeIndex].Num() < GroupSizes[NodeIndex])
{
break;
}
}
}
*RequiresInitialization = false;
}
NodeIndexCopy = NodeIndex;
// "play" the sound node that was selected
if( NodeIndex < ChildNodes.Num() && ChildNodes[ NodeIndex ] )
{
FSoundParseParameters UpdatedParams = ParseParams;
UpdatedParams.NotifyBufferFinishedHooks.AddNotify(this, NodeWaveInstanceHash);
ChildNodes[ NodeIndex ]->ParseNodes( AudioDevice, GetNodeWaveInstanceHash(NodeWaveInstanceHash, ChildNodes[NodeIndex], NodeIndex), ActiveSound, UpdatedParams, WaveInstances );
}
}
const int32 WavesAdded = WaveInstances.Num() - WaveInstanceCount;
// If no sounds ended up being generated as a child of this then discard the chosen
// NodeIndex and pick again when we will actually play something
if (bInitializing)
{
// We must retrieve the NodeIndex again as during ParseNodes it could have been resized
// making previous references invalid
RETRIEVE_SOUNDNODE_PAYLOAD( sizeof( int32 ) );
if (WavesAdded == 0)
{
*RequiresInitialization = true;
}
else
{
if (Slots == NULL)
{
Slots = &GroupControlSlotUsageMap.Add(this);
Slots->SetNum(GroupSizes.Num() + 1);
}
(*Slots)[NodeIndexCopy].Add(&ActiveSound, WavesAdded);
}
}
else if (WavesAdded > 0)
{
if (Slots == NULL)
{
Slots = &GroupControlSlotUsageMap.Add(this);
Slots->SetNum(GroupSizes.Num() + 1);
}
(*Slots)[NodeIndexCopy].FindOrAdd(&ActiveSound) = WavesAdded;
}
}
void USoundNodeGroupControl::CreateStartingConnectors()
{
InsertChildNode( ChildNodes.Num() );
InsertChildNode( ChildNodes.Num() );
}
void USoundNodeGroupControl::InsertChildNode(int32 Index)
{
FixGroupSizesArray();
check( Index >= 0 && Index <= GroupSizes.Num() + 1 );
if (Index >= GroupSizes.Num())
{
GroupSizes.Add(1);
}
else
{
GroupSizes.Insert(1, Index);
}
Super::InsertChildNode(Index);
}
void USoundNodeGroupControl::RemoveChildNode(int32 Index)
{
FixGroupSizesArray();
check( Index >= 0 && Index <= GroupSizes.Num() );
if (GroupSizes.Num() > 0)
{
if (Index == GroupSizes.Num())
{
GroupSizes.RemoveAt(Index - 1);
}
else
{
GroupSizes.RemoveAt(Index);
}
}
Super::RemoveChildNode(Index);
}
#if WITH_EDITOR
void USoundNodeGroupControl::SetChildNodes(TArray<USoundNode*>& InChildNodes)
{
Super::SetChildNodes(InChildNodes);
const int32 CorrectGroupSizesCount = FMath::Max(ChildNodes.Num() - 1, 0);
if (GroupSizes.Num() < CorrectGroupSizesCount)
{
while (GroupSizes.Num() < CorrectGroupSizesCount)
{
GroupSizes.Add(1);
}
}
else if (GroupSizes.Num() > CorrectGroupSizesCount)
{
const int32 NumToRemove = GroupSizes.Num() - CorrectGroupSizesCount;
GroupSizes.RemoveAt(GroupSizes.Num() - NumToRemove, NumToRemove);
}
}
#endif //WITH_EDITOR