Commit Graph

37 Commits

Author SHA1 Message Date
Aaron McLeran
2c12cc600f UE-16362 Sound attenuation has no discernible falloff on Android
- Issue was variable shadowing on the Volume parameter introduced by CL 2477046

[CL 2571755 by Aaron McLeran in Main branch]
2015-05-30 15:05:31 -04:00
Aaron McLeran
7afc6d8748 Rollback //depot/UE4/Engine/Source/Runtime/Android/AndroidAudio/Private/AndroidAudioSource.cpp to revision 12
Rolling back recent changes to file to before 4.8 changes

[CL 2570916 by Aaron McLeran in Main branch]
2015-05-29 15:01:29 -04:00
Aaron McLeran
6dcc4df096 UE-14954 Making sure we actually set a min dB volume if the volume of a sound is 0.0
[CL 2553341 by Aaron McLeran in Main branch]
2015-05-15 14:34:51 -04:00
Aaron McLeran
7746ecfc97 UE-14954 Changing code to not call the SetVolumeLevel API function unless the volume has changed.
[CL 2553189 by Aaron McLeran in Main branch]
2015-05-15 13:52:29 -04:00
Aaron McLeran
ee5da6ccf1 UE-14954 only doing the log10 calculation if the volume changes from previous update
[CL 2536653 by Aaron McLeran in Main branch]
2015-05-04 18:35:35 -04:00
Aaron McLeran
4b0ea51076 UE-14954 Making the min volume a static const value
[CL 2536522 by Aaron McLeran in Main branch]
2015-05-04 17:39:10 -04:00
Aaron McLeran
ba6dbe8b79 UE-14954 Changing the implementation to convert the linear volume to mdB and clamping within the device range.
This will result in a more platform consistent and accurate volume.
 of the sound source

[CL 2536511 by Aaron McLeran in Main branch]
2015-05-04 17:36:45 -04:00
Aaron McLeran
9afd77318e UE-14954 Making android audio inaudible when linear volume of a sound is 0.0
[CL 2536447 by Aaron McLeran in Main branch]
2015-05-04 17:03:17 -04:00
Aaron McLeran
a85d8ba0b5 Fixing android build
- accidentally checked these files in, reverted to previous version

[CL 2488651 by Aaron McLeran in Main branch]
2015-03-23 19:23:09 -04:00
Aaron McLeran
cc689ed400 Integrating Oculus Audio SDK to Main
Original Notes (adapted)

Implementation and Integration of Oculus Audio SDK for VR Audio Spatialization

- Adding new audio extension which wraps the oculus audio sdk and the new XAPO plugin
- Adding new XAPO (Xaudio2 Audio Processing Object) effect for processing mono audio source streams inside the new module
- Added new enumeration which allows users to select which spatialization algorithm to use for spatialized mono sources
- Refactored the regular sound source spatialization/effect in XAudio2 device code to support the new HRTF mono-to-stereo effect
- Designed feature so that if the sound spatialization module isn't used, the spatialization will default to normal spatialization algorithm

Notes on implementation:

- Because the audio engine doesn't bifurcate spatialized vs. non-spatialized sound sources into separate source pools, I had to create up-front the effects for the full number of supported sounds 32). This is because the oculus sdk requires at initialization the total number of sound sources that will be used in the SDK.

- Because the oculus SDK refers to sound source instances by index (into the pre-allocated array of sources set at init), I had to save each sound source's index so that it can be used on the HRTF XAPO effect, and then piped to the oculus SDK inside the UE audio extension.

- The audio engine assumes that mono-sources will be treated a certain way (during send-routing and spatialization). Because this new HRTF effect is effectively turning mono-sources into stereo-sources, some code had to be changed to send/route these audio sources as if they were stereo.

- This implementation is slightly different than the original GDC implementation to better work with multiple audio devices. Each audio device creates an IAudioSpatializationAlgorithm object which contains the oculus HRTF processing contexts.

#codereview Nick.Whiting Marc.Audy

[CL 2488287 by Aaron McLeran in Main branch]
2015-03-23 16:14:54 -04:00
Aaron McLeran
c21f478693 Fixing Platform Builds
#codereview Marc.Audy

[CL 2477328 by Aaron McLeran in Main branch]
2015-03-12 15:40:07 -04:00
Aaron McLeran
d2729ee628 Supporting multiple audio devices for multiple PIE and other potential use-cases.
- Created audio device manager which manages weak ref handles to audio devices
- Audio device handles are created with WorldContexts and accessed through UWorld objects
- All access to audio devices are now through audio device handles
- There is a main/default audio device for GEngine for use with the Editor and single worldcontext games

#codereview marc.audy, matthew.griffin

[CL 2477046 by Aaron McLeran in Main branch]
2015-03-12 12:59:33 -04:00
Robert Jones
f8e3ad2d57 Changes to Android audio startup to resolve a crash bug a licensee was having.
Error reporting for creation failure changed from Fatal to Warning as we don't really need to stop there.

[CL 2412197 by Robert Jones in Main branch]
2015-01-20 10:09:11 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Matthew Griffin
e529148280 Added config setting for audio volume when app is unfocused
Removed GVolumeMultiplier and added an equivalent to FApp to contain the code to load the unfocused volume multiplier from config.

UE-4449 - Allow users to choose whether audio can be heard when focus is lost

#codereview Robert.Manuszewski

[CL 2341022 by Matthew Griffin in Main branch]
2014-10-27 08:15:41 -04:00
Robert Jones
5800659c7e Android audio fixes
- Fixes looping issue with ADPCM samples
- Fixes Android not looping sound cues correctly
- Fixes one shot sound ADPCM problems where sound would get cut early
- Removed Android Audio Device update function - was never called and did nothing anyway so this will improve clarity

Changed ADPCM decompressor so that it uses the same code to decompress a full file as it does when streaming - old code was correct it was just silly have it duplicated.

[CL 2339877 by Robert Jones in Main branch]
2014-10-24 10:55:50 -04:00
Robert Jones
747014db6b Added support to Audio device for Android to check if background music/audio is playing.
[CL 2295167 by Robert Jones in Main branch]
2014-09-12 11:37:24 -04:00
Robert Jones
c8aa685ef4 #ttp 338505 MobileMVP: Audio: Procedural Sound not supported on Android
Updated android audio device/buffers/souce to support creation of procedural data from a sound source. Tested with MOD replay in QA test level.

#codereview daniel.lamb, chris.babcock, dmitry.rekman

[CL 2276233 by Robert Jones in Main branch]
2014-08-28 11:18:51 -04:00
Robert Jones
7fc6cbc209 Changed TEXT("") to FName when checking the audio type
Changed the routine which decides which format so that it only does the compare once and then returns that value for the whole cook.

#codereview Daniel.Lamb, Chris.Babcock

[CL 2262575 by Robert Jones in Main branch]
2014-08-19 11:11:25 -04:00
Robert Jones
566d29dd25 #ttp 334858 Android : Support ADPCM
Added support for ADPCM decoding.
Added 'sound type' information to USoundWave
- Android uses this to detect which type of asset it needs to deal with
Added support for selected encoding type via project settings

#codereview Daniel.Lamb, Chris.Babcock

[CL 2260750 by Robert Jones in Main branch]
2014-08-18 09:13:38 -04:00
Matthew Griffin
c28dea244e Splitting format specific classes out of AudioDecompress.cpp/h
New files added to contain FVorbisAudioInfo and FOpusAudioInfo, added all necessary includes
Added a few more checks for whether the target platform supports audio streaming where appropriate
Moved #define to .h file as it was being used in two .cpp files (working because of unity build)

[CL 2137973 by Matthew Griffin in Main branch]
2014-07-04 09:47:36 -04:00
Matthew Griffin
f92177afd9 Removing more duplicated variables from audio sub classes
Duplicate ResourceID would have caused the same problems in HTML5 and Linux as Android. Other duplications are errors waiting to happen, there are a couple of stats functions that could be using the base class versions and not displaying the correct information.

[CL 2119229 by Matthew Griffin in Main branch]
2014-06-27 05:15:16 -04:00
Chris Babcock
4455fa3638 Removed unneeded ResourceID from FLESSoundbuffer, fixes freed resource issue.
#UE4
#Android

[CL 2114639 by Chris Babcock in Main branch]
2014-06-23 18:56:36 -04:00
Matthew Griffin
551379cad2 Fixing issues with SoundWave memory and duplicated variables in some platforms.
Moved most of the contents of FAudioDevice::FreeResource to USoundWave::FreeResources so that we can be sure that all memory is cleared up during teardown.
Removed FreeResource function from some subclasses of audio device, as they weren't doing anything different than the base one.
Also removed ListSounds function from these same classes as that seems to have fallen behind current base class version and isn't used anyway.
Removed platform specific audio buffer storage so that there isn't confusion about which is being used and ensured that casts are used when necessary.
Fixed compile issue with STAT_AudioResourceCreationTime for HTML5.

[CL 2109273 by Matthew Griffin in Main branch]
2014-06-18 10:31:15 -04:00
Mikolaj Sieluzycki
b443853e94 CIS fix for Android build.
[CL 2109152 by Mikolaj Sieluzycki in Main branch]
2014-06-18 08:35:46 -04:00