Files
UnrealEngineUWP/Engine/Source/Runtime/Android/AndroidAudio/Private/AndroidAudioBuffer.cpp
Matthew Griffin 27ea06992a Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2898120 on 2016/03/07 by Chris.Babcock

	Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates
	#jira UE-28013
	#ue4
	#android

Change 2898539 on 2016/03/08 by Matthew.Griffin

	Merging //UE4/Dev-Build to //UE4/Release-4.11

	Change 2887414 on 2016/03/01 by Ben.Marsh

		Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.

Change 2898788 on 2016/03/08 by Keith.Judge

	Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf.

	#jira UEPLAT-325

Change 2898836 on 2016/03/08 by Taizyd.Korambayil

	#jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer

Change 2898897 on 2016/03/08 by Sean.Gribbin

	#Jira UE-26550

	Adding name to credits of Match 3

Change 2898938 on 2016/03/08 by Taizyd.Korambayil

	#jira UE-26284 Fixed Up Some Materials and BP errors

Change 2898967 on 2016/03/08 by Benjamin.Hyder

	Updating Qa_Materials map
	#jira UE-24473

Change 2899032 on 2016/03/08 by Zachary.Wilson

	Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary.
	#jira UE-24473

Change 2899244 on 2016/03/08 by Peter.Sauerbrei

	addition of launch images for iPad Pro
	#jira UE-24793

Change 2899335 on 2016/03/08 by Richard.Hinckley

	#jira UE-27356
	Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed.

Change 2899402 on 2016/03/08 by Michael.Schoell

	Macro instance nodes now have a hard dependency to any object class or structs their pins reference.

	Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class.

	#jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart

Change 2899424 on 2016/03/08 by Dmitry.Rekman

	Fix CrossCompilerTool on Linux (UE-28056).

	#jira UE-28056

Change 2899445 on 2016/03/08 by Dmitry.Rekman

	Fix CrossCompilerTool invocation in debug scripts.

	#jira UE-28056

Change 2899488 on 2016/03/08 by Ryan.Vance

	#jira UE-28000
	We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code.

Change 2899546 on 2016/03/08 by Zachary.Wilson

	Updating QA-PostProcessing to match the 4.12 Main version of the map.
	#jira UE-24473

Change 2899553 on 2016/03/08 by Michael.Schoell

	Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete.

	#jira UE-27509 - Save on compile set to always causes a crash on compile
	#jira UE-27856 - "Always" Save on Compile does not save the Blueprint

Change 2899558 on 2016/03/08 by Benjamin.Hyder

	building Lighting for QA-Materials
	#jira UE-24473

Change 2899597 on 2016/03/08 by Chris.Babcock

	Change reporting level of audio buffer decompression type logging
	#jira UE-28058
	#ue4
	#android

Change 2899704 on 2016/03/08 by Benjamin.Hyder

	Updating Qa-Materials map
	#Jira UE-24473

Change 2899736 on 2016/03/08 by Benjamin.Hyder

	Updating TM-LPV map
	#Jira UE-24473

Change 2899810 on 2016/03/08 by Lauren.Ridge

	#jira UE-27995 UE-27987

	Final UM3 UI Tweaks, + bug fix

Change 2899876 on 2016/03/08 by Peter.Sauerbrei

[CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00

283 lines
8.2 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "AndroidAudioDevice.h"
#include "AudioEffect.h"
#include "Engine.h"
#include "IAudioFormat.h"
#include "AudioDecompress.h"
#include "ContentStreaming.h"
/*------------------------------------------------------------------------------------
FSLESSoundBuffer.
------------------------------------------------------------------------------------*/
/**
* Constructor
*
* @param AudioDevice audio device this sound buffer is going to be attached to.
*/
FSLESSoundBuffer::FSLESSoundBuffer( FSLESAudioDevice* InAudioDevice )
: FSoundBuffer(InAudioDevice),
AudioData(NULL),
DecompressionState( NULL ),
Format(SoundFormat_Invalid)
{
}
/**
* Destructor
*
* Frees wave data and detaches itself from audio device.
*/
FSLESSoundBuffer::~FSLESSoundBuffer( void )
{
FMemory::Free( AudioData);
if( DecompressionState )
{
delete DecompressionState;
}
}
FSLESSoundBuffer* FSLESSoundBuffer::CreateQueuedBuffer( FSLESAudioDevice* AudioDevice, USoundWave* InWave )
{
// Check to see if thread has finished decompressing on the other thread
if (InWave->AudioDecompressor != nullptr)
{
InWave->AudioDecompressor->EnsureCompletion();
// Remove the decompressor
delete InWave->AudioDecompressor;
InWave->AudioDecompressor = nullptr;
}
// Always create a new buffer for real time decompressed sounds
FSLESSoundBuffer* Buffer = new FSLESSoundBuffer( AudioDevice);
// Prime the first two buffers and prepare the decompression
FSoundQualityInfo QualityInfo = { 0 };
Buffer->DecompressionState = AudioDevice->CreateCompressedAudioInfo(InWave);
// If the buffer was precached as native, the resource data will have been lost and we need to re-initialize it
if (InWave->ResourceData == nullptr)
{
InWave->InitAudioResource(AudioDevice->GetRuntimeFormat(InWave));
}
if (Buffer->DecompressionState && Buffer->DecompressionState->ReadCompressedInfo(InWave->ResourceData, InWave->ResourceSize, &QualityInfo))
{
// Clear out any dangling pointers
Buffer->AudioData = NULL;
Buffer->BufferSize = 0;
// Keep track of associated resource name.
Buffer->ResourceName = InWave->GetPathName();
Buffer->NumChannels = InWave->NumChannels;
Buffer->SampleRate = InWave->SampleRate;
//Android can't handle more than 48kHz, so turn on halfrate decoding and adjust parameters
if (Buffer->SampleRate > 48000)
{
UE_LOG(LogAndroidAudio, Log, TEXT( "Converting %s to halfrate from %d" ), *InWave->GetName(), Buffer->SampleRate );
Buffer->DecompressionState->EnableHalfRate( true);
Buffer->SampleRate = Buffer->SampleRate / 2;
InWave->SampleRate = InWave->SampleRate / 2;
uint32 SampleCount = QualityInfo.SampleDataSize / (QualityInfo.NumChannels * sizeof(uint16));
SampleCount /= 2;
InWave->RawPCMDataSize = SampleCount * QualityInfo.NumChannels * sizeof(uint16);;
}
Buffer->Format = SoundFormat_PCMRT;
}
else
{
InWave->DecompressionType = DTYPE_Invalid;
InWave->NumChannels = 0;
InWave->RemoveAudioResource();
}
return Buffer;
}
/**
* Static function used to create an OpenSL buffer and upload decompressed ogg vorbis data to.
*
* @param InWave USoundWave to use as template and wave source
* @param AudioDevice audio device to attach created buffer to
* @return FSLESSoundBuffer pointer if buffer creation succeeded, NULL otherwise
*/
FSLESSoundBuffer* FSLESSoundBuffer::CreateNativeBuffer( FSLESAudioDevice* AudioDevice, USoundWave* InWave )
{
// Check to see if thread has finished decompressing on the other thread
if( InWave->AudioDecompressor != NULL )
{
InWave->AudioDecompressor->EnsureCompletion();
// Remove the decompressor
delete InWave->AudioDecompressor;
InWave->AudioDecompressor = NULL;
}
FSLESSoundBuffer* Buffer = NULL;
// Create new buffer.
Buffer = new FSLESSoundBuffer( AudioDevice );
Buffer->DecompressionState = AudioDevice->CreateCompressedAudioInfo(InWave);
FAudioDeviceManager* AudioDeviceManager = GEngine->GetAudioDeviceManager();
check(AudioDeviceManager != nullptr);
AudioDeviceManager->TrackResource(InWave, Buffer);
Buffer->NumChannels = InWave->NumChannels;
Buffer->SampleRate = InWave->SampleRate;
// Take ownership the PCM data
Buffer->AudioData = InWave->RawPCMData;
Buffer->BufferSize = InWave->RawPCMDataSize;
Buffer->Format = SoundFormat_PCM;
InWave->RawPCMData = NULL;
InWave->RemoveAudioResource();
return Buffer;
}
/**
* Static function used to create an Audio buffer and dynamically upload procedural data to.
*
* @param InWave USoundWave to use as template and wave source
* @param AudioDevice audio device to attach created buffer to
* @return FSLESSoundBuffer pointer if buffer creation succeeded, NULL otherwise
*/
FSLESSoundBuffer* FSLESSoundBuffer::CreateProceduralBuffer(FSLESAudioDevice* AudioDevice, USoundWave* InWave)
{
FSLESSoundBuffer* Buffer = new FSLESSoundBuffer(AudioDevice);
// Setup any default information
Buffer->DecompressionState = NULL;
Buffer->AudioData = NULL;
Buffer->BufferSize = 0;
Buffer->Format = SoundFormat_PCMRT;
Buffer->NumChannels = InWave->NumChannels;
Buffer->SampleRate = InWave->SampleRate;
InWave->RawPCMData = NULL;
// No tracking of this resource as it's temporary
Buffer->ResourceID = 0;
InWave->ResourceID = 0;
return Buffer;
}
/**
* Static function used to create a buffer.
*
* @param InWave USoundNodeWave to use as template and wave source
* @param AudioDevice audio device to attach created buffer to
* @param bIsPrecacheRequest Whether this request is for precaching or not
* @return FSLESSoundBuffer pointer if buffer creation succeeded, NULL otherwise
*/
FSLESSoundBuffer* FSLESSoundBuffer::Init( FSLESAudioDevice* AudioDevice ,USoundWave* InWave )
{
SCOPE_CYCLE_COUNTER( STAT_AudioResourceCreationTime );
// Can't create a buffer without any source data
if( InWave == NULL || InWave->NumChannels == 0 )
{
UE_LOG( LogAndroidAudio, Warning, TEXT("InitBuffer with Null sound data"));
return( NULL );
}
FAudioDeviceManager* AudioDeviceManager = GEngine->GetAudioDeviceManager();
FSLESSoundBuffer* Buffer = NULL;
EDecompressionType DecompressionType = InWave->DecompressionType;
UE_LOG(LogAndroidAudio, Verbose, TEXT("Init: Using decompression type: %d"), int32(DecompressionType));
switch( DecompressionType )
{
case DTYPE_Setup:
// Has circumvented precache mechanism - precache now
AudioDevice->Precache(InWave, true, false);
// if it didn't change, we will recurse forever
check(InWave->DecompressionType != DTYPE_Setup);
// Recall this function with new decompression type
return( Init( AudioDevice, InWave ) );
break;
case DTYPE_Native:
// Upload entire wav
if( InWave->ResourceID )
{
Buffer = static_cast<FSLESSoundBuffer*>(AudioDeviceManager->WaveBufferMap.FindRef(InWave->ResourceID));
}
if( Buffer == NULL )
{
Buffer = CreateNativeBuffer( AudioDevice, InWave );
}
break;
case DTYPE_RealTime:
// Always create a new buffer for streaming ogg vorbis data
Buffer = CreateQueuedBuffer( AudioDevice, InWave );
break;
case DTYPE_Procedural:
// New buffer for procedural data
Buffer = CreateProceduralBuffer(AudioDevice, InWave);
break;
case DTYPE_Invalid:
case DTYPE_Preview:
default:
UE_LOG( LogAndroidAudio, Warning, TEXT("Init Buffer on unsupported sound type name = %s type = %d"), *InWave->GetName(), int32(DecompressionType));
break;
}
return Buffer;
}
/**
* Decompresses a chunk of compressed audio to the destination memory
*
* @param Destination Memory to decompress to
* @param bLooping Whether to loop the sound seamlessly, or pad with zeroes
* @return Whether the sound looped or not
*/
bool FSLESSoundBuffer::ReadCompressedData( uint8* Destination, bool bLooping )
{
ensure( DecompressionState);
return(DecompressionState->ReadCompressedData(Destination, bLooping, DecompressionState->GetStreamBufferSize() * NumChannels));
}
void FSLESSoundBuffer::Seek(const float SeekTime)
{
if (ensure(DecompressionState))
{
DecompressionState->SeekToTime(SeekTime);
}
}
/**
* Returns the size for a real time/streaming buffer based on decompressor
*
* @return Size of buffer in bytes for a single channel or 0 if no decompression state
*/
int FSLESSoundBuffer::GetRTBufferSize(void)
{
return DecompressionState ? DecompressionState->GetStreamBufferSize() : MONO_PCM_BUFFER_SIZE;
}