Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundStandardNodes/Private/MetasoundTriggerPipeNode.cpp
Rob Gay 02c68b07f3 Add DelayTrigger & Pipe Trigger Metasound nodes
#rb aaron.mcleran

[CL 15046466 by Rob Gay in ue5-main branch]
2021-01-11 22:57:56 -04:00

182 lines
5.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundTriggerPipeNode.h"
#include "CoreMinimal.h"
#include "MetasoundBop.h"
#include "MetasoundBuilderInterface.h"
#include "MetasoundDataReferenceCollection.h"
#include "MetasoundExecutableOperator.h"
#include "MetasoundFacade.h"
#include "MetasoundNode.h"
#include "MetasoundNodeInterface.h"
#include "MetasoundNodeRegistrationMacro.h"
#include "MetasoundOperatorInterface.h"
#include "MetasoundPrimitives.h"
#include "MetasoundTime.h"
#define LOCTEXT_NAMESPACE "MetasoundStandardNodes"
namespace Metasound
{
METASOUND_REGISTER_NODE(FTriggerPipeNode)
class FTriggerPipeOperator : public TExecutableOperator<FTriggerPipeOperator>
{
public:
static const FNodeInfo& GetNodeInfo();
static FVertexInterface DeclareVertexInterface();
static TUniquePtr<IOperator> CreateOperator(const FCreateOperatorParams& InParams, FBuildErrorArray& OutErrors);
FTriggerPipeOperator(const FOperatorSettings& InSettings, const FTriggerReadRef& InTriggerReset, const FTriggerReadRef& InTriggerIn, const FFloatTimeReadRef& InDelay);
virtual FDataReferenceCollection GetInputs() const override;
virtual FDataReferenceCollection GetOutputs() const override;
void Execute();
private:
TArray<int32> SamplesUntilTrigger;
FTriggerReadRef TriggerIn;
FTriggerReadRef TriggerReset;
FTriggerWriteRef TriggerOut;
FFloatTimeReadRef Delay;
float FramesPerBlock;
float SampleRate;
};
FTriggerPipeOperator::FTriggerPipeOperator(const FOperatorSettings& InSettings, const FTriggerReadRef& InTriggerReset, const FTriggerReadRef& InTriggerIn, const FFloatTimeReadRef& InDelay)
: TriggerIn(InTriggerIn)
, TriggerReset(InTriggerReset)
, TriggerOut(FTriggerWriteRef::CreateNew(InSettings))
, Delay(InDelay)
, FramesPerBlock(InSettings.GetNumFramesPerBlock())
, SampleRate(InSettings.GetSampleRate())
{
}
FDataReferenceCollection FTriggerPipeOperator::GetInputs() const
{
FDataReferenceCollection InputDataReferences;
InputDataReferences.AddDataReadReference(TEXT("Delay"), FFloatTimeReadRef(Delay));
InputDataReferences.AddDataReadReference(TEXT("In"), FTriggerReadRef(TriggerIn));
InputDataReferences.AddDataReadReference(TEXT("Reset"), FTriggerReadRef(TriggerIn));
return InputDataReferences;
}
FDataReferenceCollection FTriggerPipeOperator::GetOutputs() const
{
FDataReferenceCollection OutputDataReferences;
OutputDataReferences.AddDataReadReference(TEXT("Out"), FTriggerReadRef(TriggerOut));
return OutputDataReferences;
}
void FTriggerPipeOperator::Execute()
{
// Advance internal counter to get rid of old triggers.
TriggerOut->AdvanceBlock();
for (int32 i = SamplesUntilTrigger.Num() - 1; i >= 0; --i)
{
int32 SamplesRemaining = SamplesUntilTrigger[i] - FramesPerBlock;
if (SamplesRemaining > 0.0f)
{
SamplesUntilTrigger[i] -= FramesPerBlock;
}
else
{
TriggerOut->BopFrame(SamplesRemaining + (int32)FramesPerBlock);
SamplesUntilTrigger.RemoveAtSwap(i);
}
}
TriggerIn->ExecuteBlock(
[](int32 StartFrame, int32 EndFrame)
{
},
[this](int32 StartFrame, int32 EndFrame)
{
SamplesUntilTrigger.AddUnique(Delay->GetNumSamples(SampleRate));
}
);
TriggerReset->ExecuteBlock(
[](int32 StartFrame, int32 EndFrame)
{
},
[this](int32 StartFrame, int32 EndFrame)
{
SamplesUntilTrigger.Empty();
}
);
}
TUniquePtr<IOperator> FTriggerPipeOperator::CreateOperator(const FCreateOperatorParams& InParams, FBuildErrorArray& OutErrors)
{
const FTriggerPipeNode& DelayNode = static_cast<const FTriggerPipeNode&>(InParams.Node);
FFloatTimeReadRef Delay = InParams.InputDataReferences.GetDataReadReferenceOrConstruct<FFloatTime>(TEXT("Delay"), DelayNode.GetDefaultDelayInSeconds());
FTriggerReadRef TriggerIn = InParams.InputDataReferences.GetDataReadReferenceOrConstruct<FTrigger>(TEXT("In"), InParams.OperatorSettings);
FTriggerReadRef TriggerReset = InParams.InputDataReferences.GetDataReadReferenceOrConstruct<FTrigger>(TEXT("Reset"), InParams.OperatorSettings);
return MakeUnique<FTriggerPipeOperator>(InParams.OperatorSettings, TriggerReset, TriggerIn, Delay);
}
FVertexInterface FTriggerPipeOperator::DeclareVertexInterface()
{
static const FVertexInterface Interface(
FInputVertexInterface(
TInputDataVertexModel<FFloatTime>(TEXT("Delay"), LOCTEXT("DelayTooltip", "Time to delay and execute deferred input trigger execution(s) in seconds.")),
TInputDataVertexModel<FTrigger>(TEXT("In"), LOCTEXT("TriggerInTooltip", "Trigger to execute at a future time by the given delay amount.")),
TInputDataVertexModel<FTrigger>(TEXT("Reset"), LOCTEXT("TriggerDelayResetInTooltip", "Resets the trigger delay, clearing any pending execution tasks."))
),
FOutputVertexInterface(
TOutputDataVertexModel<FTrigger>(TEXT("Out"), LOCTEXT("TriggerOutTooltip", "The deferred output trigger"))
)
);
return Interface;
}
const FNodeInfo& FTriggerPipeOperator::GetNodeInfo()
{
auto InitNodeInfo = []() -> FNodeInfo
{
FNodeInfo Info;
Info.ClassName = "Trigger Pipe";
Info.MajorVersion = 1;
Info.MinorVersion = 0;
Info.Description = LOCTEXT("Metasound_DelayNodeDescription", "Delays execution of the input trigger by the given delay for all input trigger executions.");
Info.Author = PluginAuthor;
Info.PromptIfMissing = PluginNodeMissingPrompt;
Info.DefaultInterface = DeclareVertexInterface();
return Info;
};
static const FNodeInfo Info = InitNodeInfo();
return Info;
}
FTriggerPipeNode::FTriggerPipeNode(const FString& InName, float InDefaultDelayInSeconds)
: FNodeFacade(InName, TFacadeOperatorClass<FTriggerPipeOperator>())
, DefaultDelay(InDefaultDelayInSeconds)
{
}
FTriggerPipeNode::FTriggerPipeNode(const FNodeInitData& InInitData)
: FTriggerPipeNode(InInitData.InstanceName, 0.0f)
{
}
float FTriggerPipeNode::GetDefaultDelayInSeconds() const
{
return DefaultDelay;
}
}
#undef LOCTEXT_NAMESPACE // MetasoundTriggerPipeNode