Files
UnrealEngineUWP/Engine/Source/Runtime/Android/AndroidAudio/Private/AndroidAudioDevice.cpp
rob gay 52e89fb60a Seekable Streams Using LPCM/ADPCM
#rb aaron.mcleran
https://p4-swarm.epicgames.net/reviews/6345090


#ROBOMERGE-SOURCE: CL 6399748 via CL 6400508

[CL 6400529 by rob gay in Main branch]
2019-05-09 12:53:22 -04:00

241 lines
6.3 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*------------------------------------------------------------------------------------
Audio includes.
------------------------------------------------------------------------------------*/
#include "AndroidAudioDevice.h"
#include "VorbisAudioInfo.h"
#include "ADPCMAudioInfo.h"
DEFINE_LOG_CATEGORY(LogAndroidAudio);
class FSLESAudioDeviceModule : public IAudioDeviceModule
{
public:
/** Creates a new instance of the audio device implemented by the module. */
virtual FAudioDevice* CreateAudioDevice() override
{
return new FSLESAudioDevice;
}
};
IMPLEMENT_MODULE(FSLESAudioDeviceModule, AndroidAudio );
DEFINE_STAT(STAT_AudioAndroidSourcePlayerCreateTime);
DEFINE_STAT(STAT_AudioAndroidSourcePlayerRealize);
/*------------------------------------------------------------------------------------
UALAudioDevice constructor and UObject interface.
------------------------------------------------------------------------------------*/
void FSLESAudioDevice::Teardown( void )
{
// Flush stops all sources and deletes all buffers so sources can be safely deleted below.
Flush( NULL );
// Destroy all sound sources
for( int32 i = 0; i < Sources.Num(); i++ )
{
delete Sources[ i ];
}
UE_LOG( LogAndroidAudio, Warning, TEXT("OpenSLES Tearing Down HW"));
// Teardown OpenSLES..
// Destroy the SLES objects in reverse order of creation:
if (SL_OutputMixObject)
{
(*SL_OutputMixObject)->Destroy(SL_OutputMixObject);
SL_OutputMixObject = NULL;
}
if (SL_EngineObject)
{
(*SL_EngineObject)->Destroy(SL_EngineObject);
SL_EngineObject = NULL;
SL_EngineEngine = NULL;
}
}
/*------------------------------------------------------------------------------------
UAudioDevice Interface.
------------------------------------------------------------------------------------*/
/**
* Initializes the audio device and creates sources.
*
* @warning:
*
* @return TRUE if initialization was successful, FALSE otherwise
*/
bool FSLESAudioDevice::InitializeHardware( void )
{
UE_LOG( LogAndroidAudio, Warning, TEXT("SL Entered Init HW"));
SLresult result;
UE_LOG( LogAndroidAudio, Warning, TEXT("OpenSLES Initializing HW"));
SLEngineOption EngineOption[] = { {(SLuint32) SL_ENGINEOPTION_THREADSAFE, (SLuint32) SL_BOOLEAN_TRUE} };
// create engine
result = slCreateEngine( &SL_EngineObject, 1, EngineOption, 0, NULL, NULL);
//check(SL_RESULT_SUCCESS == result);
if (SL_RESULT_SUCCESS != result)
{
UE_LOG( LogAndroidAudio, Error, TEXT("Engine create failed %d"), int32(result));
}
// realize the engine
result = (*SL_EngineObject)->Realize(SL_EngineObject, SL_BOOLEAN_FALSE);
check(SL_RESULT_SUCCESS == result);
// get the engine interface, which is needed in order to create other objects
result = (*SL_EngineObject)->GetInterface(SL_EngineObject, SL_IID_ENGINE, &SL_EngineEngine);
check(SL_RESULT_SUCCESS == result);
// create output mix, with environmental reverb specified as a non-required interface
result = (*SL_EngineEngine)->CreateOutputMix( SL_EngineEngine, &SL_OutputMixObject, 0, NULL, NULL );
check(SL_RESULT_SUCCESS == result);
// realize the output mix
result = (*SL_OutputMixObject)->Realize(SL_OutputMixObject, SL_BOOLEAN_FALSE);
check(SL_RESULT_SUCCESS == result);
UE_LOG( LogAndroidAudio, Warning, TEXT("OpenSLES Initialized"));
// ignore unsuccessful result codes for env
// Default to sensible channel count.
if( MaxChannels < 1 )
{
MaxChannels = 12;
}
// Initialize channels.
for( int32 i = 0; i < FMath::Min( MaxChannels, 12 ); i++ )
{
FSLESSoundSource* Source = new FSLESSoundSource( this );
Sources.Add( Source );
FreeSources.Add( Source );
}
if( Sources.Num() < 1 )
{
UE_LOG( LogAndroidAudio, Warning, TEXT( "OpenSLAudio: couldn't allocate any sources" ) );
return false;
}
// Update MaxChannels in case we couldn't create enough sources.
MaxChannels = Sources.Num();
UE_LOG( LogAndroidAudio, Warning, TEXT( "OpenSLAudioDevice: Allocated %i sources" ), MaxChannels );
// Set up a default (nop) effects manager
Effects = new FAudioEffectsManager( this );
return true;
}
FSoundSource* FSLESAudioDevice::CreateSoundSource()
{
return new FSLESSoundSource(this);
}
bool FSLESAudioDevice::HasCompressedAudioInfoClass(USoundWave* SoundWave)
{
#if WITH_OGGVORBIS
if(SoundWave->bStreaming)
{
return true;
}
static FName NAME_OGG(TEXT("OGG"));
if (SoundWave->HasCompressedData(NAME_OGG))
{
return true;
}
#endif
if(SoundWave->bStreaming)
{
return true;
}
static FName NAME_ADPCM(TEXT("ADPCM"));
if (SoundWave->HasCompressedData(NAME_ADPCM))
{
return true;
}
return false;
}
class ICompressedAudioInfo* FSLESAudioDevice::CreateCompressedAudioInfo(USoundWave* SoundWave)
{
if (SoundWave->IsSeekableStreaming())
{
return new FADPCMAudioInfo();
}
#if WITH_OGGVORBIS
static FName NAME_OGG(TEXT("OGG"));
if (SoundWave->bStreaming || SoundWave->HasCompressedData(NAME_OGG))
{
return new FVorbisAudioInfo();
}
#endif
static FName NAME_ADPCM(TEXT("ADPCM"));
if (SoundWave->bStreaming || SoundWave->HasCompressedData(NAME_ADPCM))
{
return new FADPCMAudioInfo();
}
return nullptr;
}
FAudioPlatformSettings FSLESAudioDevice::GetPlatformSettings() const
{
return FAudioPlatformSettings::GetPlatformSettings(TEXT("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings"));
}
/** Check if any background music or sound is playing through the audio device */
bool FSLESAudioDevice::IsExernalBackgroundSoundActive()
{
#if USE_ANDROID_JNI
extern bool AndroidThunkCpp_IsMusicActive();
return AndroidThunkCpp_IsMusicActive();
#else
return false;
#endif
}
FAndroidSoundBufferNotification& FAndroidSoundBufferNotification::Get()
{
static FAndroidSoundBufferNotification Instance;
return Instance;
}
FDelegateHandle FAndroidSoundBufferNotification::AddDelegate(const FOnAndroidSoundBufferEnqueued::FDelegate& InNewDelegate)
{
FScopeLock Lock(&DelegateLock);
return InternalDelegate.Add(InNewDelegate);
}
void FAndroidSoundBufferNotification::RemoveDelegate(const FDelegateHandle& Handle)
{
FScopeLock Lock(&DelegateLock);
InternalDelegate.Remove(Handle);
}
void FAndroidSoundBufferNotification::Broadcast(const void* AudioData, int32 DataSize, int32 SampleRate, int32 NumChannels)
{
FScopeLock Lock(&DelegateLock);
InternalDelegate.Broadcast(AudioData, DataSize, SampleRate, NumChannels);
}