Disabled by default to reduce csv bloat. Can be enabled in replays to get the data when desired.
Eventually we'll convert this to csv events to reduce the overhead.
#rnx
#rb ben.woodhouse, phil.popp
[CL 36412150 by tyler staples in 5.5 branch]
Pass in the actual number we currently have in the cache to the tracker so it can correct itself if the problem scenario occurs.
Also convert asserts to ensrues so we don't crash.
#rnx
#rb phil.popp
#tests local cooked build in juno, replay run
[FYI] ryan.mangin
[CL 35969595 by tyler staples in ue5-main branch]
To better inform which sounds (and how many instances) we should cache, this CL adds several stats to track cache misses and utilzation of cached sounds.
The majority of the tracking logic is encapsulated in the MetaSoundOperatorCacheStatTracker which handles updating active counts for each cached operator and emitting csv events.
This change also adds the ability to write all active metasounds to the csv which can be situationally useful. It is disabled by default due to the overhead/csv bloat.
#rnx
#rb phil.popp
#tests local replays, pie, horde RR
[CL 34887862 by tyler staples in ue5-main branch]
The main elements of this change are:
- Incorporation of "Relative Render Cost" to the AudioDevice in order to do more nuanced voice limiting
- Added a method for tracking a RenderCost in MetaSounds
- Live information on RenderCost is displayed in the MetaSound editor when a sound is previewed
There was some small cleanup as well
- Moved the GraphHierarhcy MetaSound environment variable
- Renamed the MetaSound Environment Variable TransmissionID to InstanceID
- Put CPU cost and Render Cost into their own widget in the MS editor.
#jira UE-215467
#rb Rob.Gay, Jimmy.Smith
[CL 34020333 by phil popp in ue5-main branch]
- Make trigger inputs passthrough
- Use both node id and containing graph id to avoid shared state in duplicated assets when using Same Node shared state behavior
- Use asset class id instead of a newly generated id for FFrontendGraph graph id to guarantee ids are shared for a given asset, and clean up now unneeded id map in the Operator Cache
#jira UE-215243
#jira UE-215587
#rb phil.popp
[CL 33901385 by helen yang in ue5-main branch]
[REVIEW] [at]buzz.burrowes [at]charlie.huguenard [at]jake.burga [at]robert.rouhani
#rb charlie.huguenard
[CL 31582940 by nicholas howe in ue5-main branch]
- Fix for shutdown stall caused by operator cache not canceling async build gracefully
#jira UE-201787
#rnx
#rb maxwell.hayes
#tests AudioUnitTests, ran bug repro
[CL 31456120 by rob gay in ue5-main branch]
- Part 1/2 fixing inconsistent file naming that is causing code query tool slowdowns (2/2 will be deprecating old MetasoundFrontendRegistries.h header path)
- Replace SoftObjectPaths with TopLevelAssetPaths for perf (ObjPaths do string copies all over, TopLevelAssetPaths are just two FNames)
#rb helen.yang
#rnx
[FYI] sondra.moyls
#tests AudioQA/EngineTest MetaSound Automated Tests, AudioTests, cook WindowsClient, submit and backout and then fix those problems
#jira UE-198785
[CL 30354102 by AdricEpic in ue5-main branch]
- Part 1/2 fixing inconsistent file naming that is causing code query tool slowdowns
- Replace SoftObjectPaths with TopLevelAssetPaths for perf (ObjPaths do string copies all over, TopLevelAssetPaths are just two FNames)
#rb helen.yang
#rnx
#tests AudioQA MetaSound Automated Tests, AudioTests
#jira UE-198785
[CL 30246215 by rob gay in ue5-main branch]