// Copyright Epic Games, Inc. All Rights Reserved. #include "Internationalization/Text.h" #include "MetasoundExecutableOperator.h" #include "MetasoundNodeRegistrationMacro.h" #include "MetasoundParamHelper.h" #include "MetasoundPrimitives.h" #include "MetasoundStandardNodesNames.h" #include "MetasoundTrigger.h" #include "MetasoundTime.h" #include "MetasoundAudioBuffer.h" #include "DSP/Delay.h" #include "MetasoundStandardNodesCategories.h" #include "MetasoundFacade.h" #define LOCTEXT_NAMESPACE "MetasoundStandardNodes" namespace Metasound { namespace Delay { METASOUND_PARAM(InParamAudioInput, "In", "Audio input.") METASOUND_PARAM(InParamDelayTime, "Delay Time", "The amount of time to delay the audio.") METASOUND_PARAM(InParamDryLevel, "Dry Level", "The dry level of the delay.") METASOUND_PARAM(InParamWetLevel, "Wet Level", "The wet level of the delay.") METASOUND_PARAM(InParamFeedbackAmount, "Feedback", "Feedback amount.") METASOUND_PARAM(InParamMaxDelayTime, "Max Delay Time", "The maximum amount of time to delay the audio.") METASOUND_PARAM(OutParamAudio, "Out", "Audio output.") static constexpr float MinMaxDelaySeconds = 0.001f; static constexpr float MaxMaxDelaySeconds = 1000.f; static constexpr float DefaultMaxDelaySeconds = 5.0f; } class FDelayOperator : public TExecutableOperator { public: static const FNodeClassMetadata& GetNodeInfo(); static const FVertexInterface& GetVertexInterface(); static TUniquePtr CreateOperator(const FBuildOperatorParams& InParams, FBuildResults& OutResults); FDelayOperator(const FBuildOperatorParams& InParams, const FAudioBufferReadRef& InAudioInput, const FTimeReadRef& InDelayTime, const FFloatReadRef& InDryLevel, const FFloatReadRef& InWetLevel, const FFloatReadRef& InFeedback, float InMaxDelayTimeSeconds); virtual void BindInputs(FInputVertexInterfaceData& InOutVertexData) override; virtual void BindOutputs(FOutputVertexInterfaceData& InOutVertexData) override; virtual FDataReferenceCollection GetInputs() const override; virtual FDataReferenceCollection GetOutputs() const override; void Reset(const IOperator::FResetParams& InParams); void Execute(); private: float GetInputDelayTimeMsec() const; // The input audio buffer FAudioBufferReadRef AudioInput; // The amount of delay time FTimeReadRef DelayTime; // The dry level FFloatReadRef DryLevel; // The wet level FFloatReadRef WetLevel; // The feedback amount FFloatReadRef Feedback; // The audio output FAudioBufferWriteRef AudioOutput; // The internal delay buffer Audio::FDelay DelayBuffer; // The previous delay time float PrevDelayTimeMsec = 0.f; // Feedback sample float FeedbackSample = 0.f; // Maximum delay time float MaxDelayTimeSeconds = Delay::DefaultMaxDelaySeconds; }; FDelayOperator::FDelayOperator(const FBuildOperatorParams& InParams, const FAudioBufferReadRef& InAudioInput, const FTimeReadRef& InDelayTime, const FFloatReadRef& InDryLevel, const FFloatReadRef& InWetLevel, const FFloatReadRef& InFeedback, float InMaxDelayTimeSeconds) : AudioInput(InAudioInput) , DelayTime(InDelayTime) , DryLevel(InDryLevel) , WetLevel(InWetLevel) , Feedback(InFeedback) , AudioOutput(FAudioBufferWriteRef::CreateNew(InParams.OperatorSettings)) { MaxDelayTimeSeconds = FMath::Clamp(InMaxDelayTimeSeconds, Delay::MinMaxDelaySeconds, Delay::MaxMaxDelaySeconds); Reset(InParams); } void FDelayOperator::BindInputs(FInputVertexInterfaceData& InOutVertexData) { using namespace Delay; InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(InParamAudioInput), AudioInput); InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(InParamDelayTime), DelayTime); InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(InParamDryLevel), DryLevel); InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(InParamWetLevel), WetLevel); InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(InParamFeedbackAmount), Feedback); InOutVertexData.SetValue(METASOUND_GET_PARAM_NAME(InParamMaxDelayTime), FTime::FromSeconds(MaxDelayTimeSeconds)); } void FDelayOperator::BindOutputs(FOutputVertexInterfaceData& InOutVertexData) { using namespace Delay; InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(OutParamAudio), AudioOutput); } FDataReferenceCollection FDelayOperator::GetInputs() const { // This should never be called. Bind(...) is called instead. This method // exists as a stop-gap until the API can be deprecated and removed. checkNoEntry(); return {}; } FDataReferenceCollection FDelayOperator::GetOutputs() const { // This should never be called. Bind(...) is called instead. This method // exists as a stop-gap until the API can be deprecated and removed. checkNoEntry(); return {}; } float FDelayOperator::GetInputDelayTimeMsec() const { // Clamp the delay time to the max delay allowed return 1000.0f * FMath::Clamp((float)DelayTime->GetSeconds(), 0.0f, MaxDelayTimeSeconds); } void FDelayOperator::Reset(const IOperator::FResetParams& InParams) { FeedbackSample = 0.f; PrevDelayTimeMsec = GetInputDelayTimeMsec(); DelayBuffer.Reset(); DelayBuffer.Init(InParams.OperatorSettings.GetSampleRate(), MaxDelayTimeSeconds); DelayBuffer.SetDelayMsec(PrevDelayTimeMsec); AudioOutput->Zero(); } void FDelayOperator::Execute() { // Get clamped delay time float CurrentInputDelayTime = GetInputDelayTimeMsec(); // Check to see if our delay amount has changed if (!FMath::IsNearlyEqual(PrevDelayTimeMsec, CurrentInputDelayTime)) { PrevDelayTimeMsec = CurrentInputDelayTime; DelayBuffer.SetEasedDelayMsec(PrevDelayTimeMsec); } const float* InputAudio = AudioInput->GetData(); float* OutputAudio = AudioOutput->GetData(); int32 NumFrames = AudioInput->Num(); // Clamp the feedback amount to make sure it's bounded. Clamp to a number slightly less than 1.0 float FeedbackAmount = FMath::Clamp(*Feedback, 0.0f, 1.0f - SMALL_NUMBER); float CurrentDryLevel = FMath::Clamp(*DryLevel, 0.0f, 1.0f); float CurrentWetLevel = FMath::Clamp(*WetLevel, 0.0f, 1.0f); if (FMath::IsNearlyZero(FeedbackAmount)) { FeedbackSample = 0.0f; for (int32 FrameIndex = 0; FrameIndex < NumFrames; ++FrameIndex) { OutputAudio[FrameIndex] = CurrentWetLevel * DelayBuffer.ProcessAudioSample(InputAudio[FrameIndex]) + CurrentDryLevel * InputAudio[FrameIndex]; } } else { // There is some amount of feedback so we do the feedback mixing for (int32 FrameIndex = 0; FrameIndex < NumFrames; ++FrameIndex) { OutputAudio[FrameIndex] = CurrentWetLevel * DelayBuffer.ProcessAudioSample(InputAudio[FrameIndex] + FeedbackSample * FeedbackAmount) + CurrentDryLevel * InputAudio[FrameIndex]; FeedbackSample = OutputAudio[FrameIndex]; } } } const FVertexInterface& FDelayOperator::GetVertexInterface() { using namespace Delay; FDataVertexMetadata MaxDelayTimeMetadata = METASOUND_GET_PARAM_METADATA(InParamMaxDelayTime); MaxDelayTimeMetadata.bIsAdvancedDisplay = true; static const FVertexInterface Interface( FInputVertexInterface( TInputDataVertex(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamAudioInput)), TInputDataVertex(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamDelayTime), 1.0f), TInputDataVertex(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamDryLevel), 0.0f), TInputDataVertex(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamWetLevel), 1.0f), TInputDataVertex(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamFeedbackAmount), 0.0f), TInputConstructorVertex(METASOUND_GET_PARAM_NAME(InParamMaxDelayTime), MaxDelayTimeMetadata, DefaultMaxDelaySeconds) ), FOutputVertexInterface( TOutputDataVertex(METASOUND_GET_PARAM_NAME_AND_METADATA(OutParamAudio)) ) ); return Interface; } const FNodeClassMetadata& FDelayOperator::GetNodeInfo() { auto InitNodeInfo = []() -> FNodeClassMetadata { FNodeClassMetadata Info; Info.ClassName = { StandardNodes::Namespace, "Delay", StandardNodes::AudioVariant }; Info.MajorVersion = 1; Info.MinorVersion = 1; Info.DisplayName = METASOUND_LOCTEXT("DelayNode_DisplayName", "Delay"); Info.Description = METASOUND_LOCTEXT("DelayNode_Description", "Delays an audio buffer by the specified amount."); Info.Author = PluginAuthor; Info.PromptIfMissing = PluginNodeMissingPrompt; Info.DefaultInterface = GetVertexInterface(); Info.CategoryHierarchy.Emplace(NodeCategories::Delays); return Info; }; static const FNodeClassMetadata Info = InitNodeInfo(); return Info; } TUniquePtr FDelayOperator::CreateOperator(const FBuildOperatorParams& InParams, FBuildResults& OutResults) { using namespace Delay; const FInputVertexInterfaceData& InputData = InParams.InputData; FAudioBufferReadRef AudioIn = InputData.GetOrConstructDataReadReference(METASOUND_GET_PARAM_NAME(InParamAudioInput), InParams.OperatorSettings); FTimeReadRef DelayTime = InputData.GetOrCreateDefaultDataReadReference(METASOUND_GET_PARAM_NAME(InParamDelayTime), InParams.OperatorSettings); FFloatReadRef DryLevel = InputData.GetOrCreateDefaultDataReadReference(METASOUND_GET_PARAM_NAME(InParamDryLevel), InParams.OperatorSettings); FFloatReadRef WetLevel = InputData.GetOrCreateDefaultDataReadReference(METASOUND_GET_PARAM_NAME(InParamWetLevel), InParams.OperatorSettings); FFloatReadRef Feedback = InputData.GetOrCreateDefaultDataReadReference(METASOUND_GET_PARAM_NAME(InParamFeedbackAmount), InParams.OperatorSettings); FTime MaxDelayTime = InputData.GetOrCreateDefaultValue(METASOUND_GET_PARAM_NAME(InParamMaxDelayTime), InParams.OperatorSettings); return MakeUnique(InParams, AudioIn, DelayTime, DryLevel, WetLevel, Feedback, MaxDelayTime.GetSeconds()); } class FDelayNode : public FNodeFacade { public: /** * Constructor used by the Metasound Frontend. */ FDelayNode(const FNodeInitData& InitData) : FNodeFacade(InitData.InstanceName, InitData.InstanceID, TFacadeOperatorClass()) { } }; METASOUND_REGISTER_NODE(FDelayNode) } #undef LOCTEXT_NAMESPACE