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maxwell hayes b4982c7a01 [Metasounds] [DynamicOperator] Implement rebinding functionality in built-in metasound nodes
#jira UE-184050
#rb Phil.Popp

#preflight 6465166bfa4cf4165156c34c

[CL 25567002 by maxwell hayes in ue5-main branch]
2023-05-22 13:28:27 -04:00

286 lines
10 KiB
C++

// 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<FDelayOperator>
{
public:
static const FNodeClassMetadata& GetNodeInfo();
static const FVertexInterface& GetVertexInterface();
static TUniquePtr<IOperator> 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<FAudioBuffer>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamAudioInput)),
TInputDataVertex<FTime>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamDelayTime), 1.0f),
TInputDataVertex<float>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamDryLevel), 0.0f),
TInputDataVertex<float>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamWetLevel), 1.0f),
TInputDataVertex<float>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamFeedbackAmount), 0.0f),
TInputConstructorVertex<FTime>(METASOUND_GET_PARAM_NAME(InParamMaxDelayTime), MaxDelayTimeMetadata, DefaultMaxDelaySeconds)
),
FOutputVertexInterface(
TOutputDataVertex<FAudioBuffer>(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<IOperator> FDelayOperator::CreateOperator(const FBuildOperatorParams& InParams, FBuildResults& OutResults)
{
using namespace Delay;
const FInputVertexInterfaceData& InputData = InParams.InputData;
FAudioBufferReadRef AudioIn = InputData.GetOrConstructDataReadReference<FAudioBuffer>(METASOUND_GET_PARAM_NAME(InParamAudioInput), InParams.OperatorSettings);
FTimeReadRef DelayTime = InputData.GetOrCreateDefaultDataReadReference<FTime>(METASOUND_GET_PARAM_NAME(InParamDelayTime), InParams.OperatorSettings);
FFloatReadRef DryLevel = InputData.GetOrCreateDefaultDataReadReference<float>(METASOUND_GET_PARAM_NAME(InParamDryLevel), InParams.OperatorSettings);
FFloatReadRef WetLevel = InputData.GetOrCreateDefaultDataReadReference<float>(METASOUND_GET_PARAM_NAME(InParamWetLevel), InParams.OperatorSettings);
FFloatReadRef Feedback = InputData.GetOrCreateDefaultDataReadReference<float>(METASOUND_GET_PARAM_NAME(InParamFeedbackAmount), InParams.OperatorSettings);
FTime MaxDelayTime = InputData.GetOrCreateDefaultValue<FTime>(METASOUND_GET_PARAM_NAME(InParamMaxDelayTime), InParams.OperatorSettings);
return MakeUnique<FDelayOperator>(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<FDelayOperator>())
{
}
};
METASOUND_REGISTER_NODE(FDelayNode)
}
#undef LOCTEXT_NAMESPACE