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UnrealEngineUWP/Engine/Source/Runtime/Android/AndroidAudio/Private/AndroidAudioSource.cpp

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*------------------------------------------------------------------------------------
FSLESSoundSource.
------------------------------------------------------------------------------------*/
#include "AndroidAudioDevice.h"
#include "AudioDecompress.h"
#include "Engine.h"
// Callback that is registered if the source needs to loop
void OpenSLBufferQueueCallback( SLAndroidSimpleBufferQueueItf InQueueInterface, void* pContext )
{
FSLESSoundSource* SoundSource = (FSLESSoundSource*)pContext;
if( SoundSource )
{
SoundSource->OnRequeueBufferCallback( InQueueInterface );
}
}
// Requeues buffer to loop Sound Source
void FSLESSoundSource::OnRequeueBufferCallback( SLAndroidSimpleBufferQueueItf InQueueInterface )
{
if (!bStreamedSound)
{
SLresult result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, Buffer->AudioData, Buffer->GetSize() );
if(result != SL_RESULT_SUCCESS)
{
UE_LOG( LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue (Requeing)"));
}
bHasLooped = true;
}
else
{
// Sound decoding is complete, just waiting to finish playing
if (bBuffersToFlush) return;
// Enqueue the previously decoded buffer
SLresult result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, AudioBuffers[BufferInUse].AudioData, AudioBuffers[BufferInUse].AudioDataSize );
if(result != SL_RESULT_SUCCESS)
{
UE_LOG( LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue (Requeing)"));
}
// Switch to the next buffer and decode for the next time the callback fires
BufferInUse = !BufferInUse;
bHasLooped = Buffer->ReadCompressedData( AudioBuffers[BufferInUse].AudioData, WaveInstance->LoopingMode != LOOP_Never );
}
}
bool FSLESSoundSource::CreatePlayer()
{
// data info
SLDataLocator_AndroidSimpleBufferQueue LocationBuffer = { SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 1 };
// PCM Info
SLDataFormat_PCM PCM_Format = { SL_DATAFORMAT_PCM, SLuint32(Buffer->NumChannels), SLuint32( Buffer->SampleRate * 1000 ),
SL_PCMSAMPLEFORMAT_FIXED_16, SL_PCMSAMPLEFORMAT_FIXED_16,
Buffer->NumChannels == 2 ? ( SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT ) : SL_SPEAKER_FRONT_CENTER,
SL_BYTEORDER_LITTLEENDIAN };
SLDataSource SoundDataSource = { &LocationBuffer, &PCM_Format};
// configure audio sink
SLDataLocator_OutputMix Output_Mix = { SL_DATALOCATOR_OUTPUTMIX, ((FSLESAudioDevice *)AudioDevice)->SL_OutputMixObject};
SLDataSink AudioSink = { &Output_Mix, NULL};
// create audio player
const SLInterfaceID ids[] = {SL_IID_BUFFERQUEUE, SL_IID_VOLUME};
const SLboolean req[] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE};
SLresult result = (*Device->SL_EngineEngine)->CreateAudioPlayer( Device->SL_EngineEngine, &SL_PlayerObject,
&SoundDataSource, &AudioSink, sizeof(ids) / sizeof(SLInterfaceID), ids, req );
if(result != SL_RESULT_SUCCESS)
{
UE_LOG( LogAndroidAudio, Fatal,TEXT("FAILED OPENSL BUFFER CreateAudioPlayer 0x%x"), result);
return false;
}
bool bFailedSetup = false;
// realize the player
result = (*SL_PlayerObject)->Realize(SL_PlayerObject, SL_BOOLEAN_FALSE);
if(result != SL_RESULT_SUCCESS) { UE_LOG( LogAndroidAudio, Fatal,TEXT("FAILED OPENSL BUFFER Realize 0x%x"), result); return false; }
// get the play interface
result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_PLAY, &SL_PlayerPlayInterface);
if(result != SL_RESULT_SUCCESS) { UE_LOG( LogAndroidAudio, Fatal,TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_PLAY 0x%x"), result); bFailedSetup |= true; }
// volume
result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_VOLUME, &SL_VolumeInterface);
if(result != SL_RESULT_SUCCESS) { UE_LOG( LogAndroidAudio, Fatal,TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_VOLUME 0x%x"), result); bFailedSetup |= true; }
// buffer system
result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_BUFFERQUEUE, &SL_PlayerBufferQueue);
if(result != SL_RESULT_SUCCESS) { UE_LOG( LogAndroidAudio, Fatal,TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_BUFFERQUEUE 0x%x"), result); bFailedSetup |= true; }
return bFailedSetup == false;
}
void FSLESSoundSource::DestroyPlayer()
{
if( SL_PlayerObject )
{
// close it down...
(*SL_PlayerObject)->Destroy(SL_PlayerObject);
SL_PlayerObject = NULL;
SL_PlayerPlayInterface = NULL;
SL_PlayerBufferQueue = NULL;
SL_VolumeInterface = NULL;
}
}
bool FSLESSoundSource::EnqueuePCMBuffer( bool bLoop)
{
SLresult result;
// If looping, register a callback to requeue the buffer
if( bLoop )
{
result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, OpenSLBufferQueueCallback, (void*)this);
if(result != SL_RESULT_SUCCESS) { UE_LOG( LogAndroidAudio, Fatal,TEXT("FAILED OPENSL BUFFER QUEUE RegisterCallback 0x%x "), result); return false;}
}
result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, Buffer->AudioData, Buffer->GetSize() );
if(result != SL_RESULT_SUCCESS) { UE_LOG( LogAndroidAudio, Fatal,TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue 0x%x params( %p, %d)"), result, Buffer->AudioData, int32(Buffer->GetSize())); return false;}
bStreamedSound = false;
bHasLooped = false;
bBuffersToFlush = false;
return true;
}
bool FSLESSoundSource::EnqueuePCMRTBuffer( bool bLoop )
{
if (AudioBuffers[0].AudioData || AudioBuffers[1].AudioData)
{
UE_LOG( LogAndroidAudio, Warning, TEXT("Enqueue PCMRT with buffers already allocated"));
}
FMemory::Memzero( AudioBuffers, sizeof( SLESAudioBuffer ) * 2 );
// Set up double buffer area to decompress to
AudioBuffers[0].AudioData = ( uint8* )FMemory::Malloc( MONO_PCM_BUFFER_SIZE * Buffer->NumChannels );
AudioBuffers[0].AudioDataSize = MONO_PCM_BUFFER_SIZE * Buffer->NumChannels;
AudioBuffers[1].AudioData = ( uint8* )FMemory::Malloc( MONO_PCM_BUFFER_SIZE * Buffer->NumChannels );
AudioBuffers[1].AudioDataSize = MONO_PCM_BUFFER_SIZE * Buffer->NumChannels;
// Decompress two buffers worth of data to fill up the queue
Buffer->ReadCompressedData( AudioBuffers[0].AudioData, bLoop );
Buffer->ReadCompressedData( AudioBuffers[1].AudioData, bLoop );
SLresult result;
// callback is used to submit and decompress next buffer
result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, OpenSLBufferQueueCallback, (void*)this);
// queue one sound buffer, as that is all Android will accept
if(result == SL_RESULT_SUCCESS)
{
result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, AudioBuffers[0].AudioData, AudioBuffers[0].AudioDataSize );
if(result != SL_RESULT_SUCCESS) { UE_LOG( LogAndroidAudio, Fatal,TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue 0x%x params( %p, %d)"), result, Buffer->AudioData, int32(Buffer->GetSize())); return false;}
}
else
{
return false;
}
bStreamedSound = true;
bHasLooped = false;
bBuffersToFlush = false;
BufferInUse = 1;
return true;
}
/**
* Initializes a source with a given wave instance and prepares it for playback.
*
* @param WaveInstance wave instace being primed for playback
* @return TRUE if initialization was successful, FALSE otherwise
*/
bool FSLESSoundSource::Init( FWaveInstance* InWaveInstance )
{
// don't do anything if no volume! THIS APPEARS TO HAVE THE VOLUME IN TIME, CHECK HERE THOUGH IF ISSUES
if( InWaveInstance && ( InWaveInstance->Volume * InWaveInstance->VolumeMultiplier ) <= 0 )
{
return false;
}
if (Buffer && Buffer->ResourceID == 0)
{
UE_LOG( LogAndroidAudio, Warning, TEXT(" InitSoundSouce with Buffer already allocated"));
delete Buffer;
Buffer = 0;
}
if (SL_PlayerObject)
{
UE_LOG( LogAndroidAudio, Warning, TEXT(" InitSoundSouce with PlayerObject not NULL, possible leak"));
}
// Find matching buffer.
Buffer = FSLESSoundBuffer::Init( (FSLESAudioDevice *)AudioDevice, InWaveInstance->WaveData );
if( Buffer && InWaveInstance->WaveData->NumChannels <= 2 && InWaveInstance->WaveData->SampleRate <= 48000 )
{
SCOPE_CYCLE_COUNTER( STAT_AudioSourceInitTime );
bool bFailedSetup = false;
if (CreatePlayer())
{
switch( Buffer->Format)
{
case SoundFormat_PCM:
bFailedSetup |= !EnqueuePCMBuffer( InWaveInstance->LoopingMode != LOOP_Never );
break;
case SoundFormat_PCMRT:
bFailedSetup |= !EnqueuePCMRTBuffer( InWaveInstance->LoopingMode != LOOP_Never );
break;
default:
bFailedSetup = true;
}
}
else
{
bFailedSetup = true;
}
// clean up the madness if anything we need failed
if( bFailedSetup )
{
UE_LOG( LogAndroidAudio, Warning, TEXT(" Setup failed %s"), *InWaveInstance->WaveData->GetName());
DestroyPlayer();
return false;
}
WaveInstance = InWaveInstance;
Update();
// Initialization was successful.
return true;
}
else
{
// Failed to initialize source.
// These occurences appear to potentially lead to leaks
UE_LOG( LogAndroidAudio, Warning, TEXT("Init SoundSource failed on %s"), *InWaveInstance->WaveData->GetName());
UE_LOG( LogAndroidAudio, Warning, TEXT(" SampleRate %d"), InWaveInstance->WaveData->SampleRate);
UE_LOG( LogAndroidAudio, Warning, TEXT(" Channels %d"), InWaveInstance->WaveData->NumChannels);
if (Buffer && Buffer->ResourceID == 0)
{
delete Buffer;
Buffer = 0;
}
}
return false;
}
FSLESSoundSource::FSLESSoundSource( class FAudioDevice* InAudioDevice )
: FSoundSource( InAudioDevice ),
Device((FSLESAudioDevice *)InAudioDevice),
Buffer( NULL ),
bStreamedSound(false),
bBuffersToFlush(false),
BufferInUse(0),
bHasLooped(false),
SL_PlayerObject(NULL),
SL_PlayerPlayInterface(NULL),
SL_PlayerBufferQueue(NULL),
SL_VolumeInterface(NULL)
{
FMemory::Memzero( AudioBuffers, sizeof( AudioBuffers ) );
}
/**
* Clean up any hardware referenced by the sound source
*/
FSLESSoundSource::~FSLESSoundSource( void )
{
DestroyPlayer();
ReleaseResources();
}
void FSLESSoundSource::ReleaseResources()
{
FMemory::Free( AudioBuffers[0].AudioData);
FMemory::Free( AudioBuffers[1].AudioData);
FMemory::Memzero( AudioBuffers, sizeof( AudioBuffers ) );
if (Buffer && Buffer->ResourceID == 0)
{
delete Buffer;
}
Buffer = NULL;
}
/**
* Updates the source specific parameter like e.g. volume and pitch based on the associated
* wave instance.
*/
void FSLESSoundSource::Update( void )
{
SCOPE_CYCLE_COUNTER( STAT_AudioUpdateSources );
if( !WaveInstance || Paused )
{
return;
}
float Volume = WaveInstance->Volume * WaveInstance->VolumeMultiplier;
if( SetStereoBleed() )
{
// Emulate the bleed to rear speakers followed by stereo fold down
Volume *= 1.25f;
}
Volume = FMath::Clamp<float>( Volume, 0.0f, 1.0f );
float Pitch = FMath::Clamp<float>( WaveInstance->Pitch, 0.4f, 2.0f );
FVector Location;
FVector Velocity;
// See file header for coordinate system explanation.
Location.X = WaveInstance->Location.X;
Location.Y = WaveInstance->Location.Z; // Z/Y swapped to match UE coordinate system
Location.Z = WaveInstance->Location.Y; // Z/Y swapped to match UE coordinate system
Velocity.X = WaveInstance->Velocity.X;
Velocity.Y = WaveInstance->Velocity.Z; // Z/Y swapped to match UE coordinate system
Velocity.Z = WaveInstance->Velocity.Y; // Z/Y swapped to match UE coordinate system
// We're using a relative coordinate system for un- spatialized sounds.
if( !WaveInstance->bUseSpatialization )
{
Location = FVector( 0.f, 0.f, 0.f );
}
// Set volume & Pitch
// also Location & Velocity
SLmillibel MaxMillibel = 0;
SLmillibel MinMillibel = -3000;
(*SL_VolumeInterface)->GetMaxVolumeLevel( SL_VolumeInterface, &MaxMillibel );
// drop it down to an inaudible range
if( Volume < 0.1f )
{
MinMillibel = -10000;
}
SLresult result = (*SL_VolumeInterface)->SetVolumeLevel(SL_VolumeInterface, ( Volume * ( MaxMillibel - MinMillibel ) ) + MinMillibel );
check(SL_RESULT_SUCCESS == result);
}
/**
* Plays the current wave instance.
*/
void FSLESSoundSource::Play( void )
{
if( WaveInstance )
{
// set the player's state to playing
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_PLAYING);
check(SL_RESULT_SUCCESS == result);
Paused = false;
Playing = true;
}
}
/**
* Stops the current wave instance and detaches it from the source.
*/
void FSLESSoundSource::Stop( void )
{
if( WaveInstance )
{
// set the player's state to stopped
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_STOPPED);
check(SL_RESULT_SUCCESS == result);
// Unregister looping callback
if( WaveInstance->LoopingMode != LOOP_Never )
{
result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, NULL, NULL);
}
DestroyPlayer();
ReleaseResources();
Paused = false;
Playing = false;
Buffer = NULL;
}
FSoundSource::Stop();
}
/**
* Pauses playback of current wave instance.
*/
void FSLESSoundSource::Pause( void )
{
if( WaveInstance )
{
Paused = true;
// set the player's state to paused
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_PAUSED);
check(SL_RESULT_SUCCESS == result);
}
}
/**
* Returns TRUE if the source has finished playing
*/
bool FSLESSoundSource::IsSourceFinished( void )
{
SLuint32 PlayState;
// set the player's state to playing
SLresult result = (*SL_PlayerPlayInterface)->GetPlayState(SL_PlayerPlayInterface, &PlayState);
check(SL_RESULT_SUCCESS == result);
if( PlayState == SL_PLAYSTATE_STOPPED )
{
return true;
}
return false;
}
/**
* Queries the status of the currently associated wave instance.
*
* @return TRUE if the wave instance/ source has finished playback and FALSE if it is
* currently playing or paused.
*/
bool FSLESSoundSource::IsFinished( void )
{
if( WaveInstance )
{
// Check for a non starved, stopped source
if( IsSourceFinished() )
{
// Notify the wave instance that it has finished playing
WaveInstance->NotifyFinished();
return true;
}
else
{
if (bHasLooped)
{
switch (WaveInstance->LoopingMode)
{
case LOOP_Forever:
bHasLooped = false;
break;
case LOOP_Never:
bBuffersToFlush = true;
break;
case LOOP_WithNotification:
bHasLooped = false;
// Notify the wave instance that it has finished playing.
WaveInstance->NotifyFinished();
break;
};
}
}
return false;
}
return true;
}