Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundAudioBusWriterNode.cpp
nicholas howe 373ad2a12c Metasound Audio Bus Writer Node
Adds a metasound node that sends its audio input to an audio bus.
Modifies the audio mixer interface to support the node.

FMixerSourceManager::StartAudioBus no longer sets bIsPlaying to false on sources that use an audio bus when the audio bus starts.
FMixerAudioBus::MixBuffer mixes its patch inputs into its MixedSourceData buffer, so that the patch input data is available when CopyCurrentBuffer is used to retrieve the mix.

[REVIEW] [at]aaron.mcleran [at]buzz.burrowes [at]phil.popp
#preflight 6372639c5368a3230a4ed041

[CL 23123823 by nicholas howe in ue5-main branch]
2022-11-14 14:44:30 -05:00

234 lines
8.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AudioMixerDevice.h"
#include "Internationalization/Text.h"
#include "MediaPacket.h"
#include "MetasoundAudioBuffer.h"
#include "MetasoundAudioBus.h"
#include "MetasoundEngineNodesNames.h"
#include "MetasoundExecutableOperator.h"
#include "MetasoundFacade.h"
#include "MetasoundNodeRegistrationMacro.h"
#include "MetasoundParamHelper.h"
#include "MetasoundStandardNodesCategories.h"
#define LOCTEXT_NAMESPACE "MetasoundAudioBusWriterNode"
namespace Metasound
{
namespace AudioBusWriterNode
{
METASOUND_PARAM(InParamAudioBusOutput, "Audio Bus", "Audio Bus Asset.");
METASOUND_PARAM(InParamAudio, "In {0}", "Audio input for channel {0}.");
}
template<uint32 NumChannels>
class TAudioBusWriterOperator : public TExecutableOperator<TAudioBusWriterOperator<NumChannels>>
{
public:
static const FNodeClassMetadata& GetNodeInfo()
{
auto InitNodeInfo = []() -> FNodeClassMetadata
{
FName OperatorName = *FString::Printf(TEXT("Audio Bus Writer (%d)"), NumChannels);
FText NodeDisplayName = METASOUND_LOCTEXT_FORMAT("AudioBusWriterDisplayNamePattern", "Audio Bus Writer ({0})", NumChannels);
FNodeClassMetadata Info;
Info.ClassName = { EngineNodes::Namespace, OperatorName, TEXT("") };
Info.MajorVersion = 1;
Info.MinorVersion = 0;
Info.DisplayName = NodeDisplayName;
Info.Description = METASOUND_LOCTEXT("AudioBusWriter_Description", "Sends audio data to the audio bus asset.");
Info.Author = PluginAuthor;
Info.PromptIfMissing = PluginNodeMissingPrompt;
Info.DefaultInterface = GetVertexInterface();
Info.CategoryHierarchy.Emplace(NodeCategories::Io);
return Info;
};
static const FNodeClassMetadata Info = InitNodeInfo();
return Info;
}
static const FVertexInterface& GetVertexInterface()
{
using namespace AudioBusWriterNode;
auto CreateVertexInterface = []() -> FVertexInterface
{
FInputVertexInterface InputInterface;
InputInterface.Add(TInputDataVertex<FAudioBusAsset>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamAudioBusOutput)));
for (uint32 i = 0; i < NumChannels; ++i)
{
InputInterface.Add(TInputDataVertex<FAudioBuffer>(METASOUND_GET_PARAM_NAME_WITH_INDEX_AND_METADATA(InParamAudio, i)));
}
FOutputVertexInterface OutputInterface;
return FVertexInterface(InputInterface, OutputInterface);
};
static const FVertexInterface Interface = CreateVertexInterface();
return Interface;
}
static TUniquePtr<IOperator> CreateOperator(const FCreateOperatorParams& InParams, FBuildErrorArray& OutErrors)
{
using namespace Frontend;
using namespace AudioBusWriterNode;
const FDataReferenceCollection& InputCollection = InParams.InputDataReferences;
Audio::FDeviceId AudioDeviceId = InParams.Environment.GetValue<Audio::FDeviceId>(SourceInterface::Environment::DeviceID);
int32 AudioMixerOutputFrames = InParams.Environment.GetValue<int32>(SourceInterface::Environment::AudioMixerNumOutputFrames);
FAudioBusAssetReadRef AudioBusIn = InputCollection.GetDataReadReferenceOrConstruct<FAudioBusAsset>(METASOUND_GET_PARAM_NAME(InParamAudioBusOutput));
TArray<FAudioBufferReadRef> AudioInputs;
for (int32 ChannelIndex = 0; ChannelIndex < NumChannels; ++ChannelIndex)
{
AudioInputs.Add(InputCollection.GetDataReadReferenceOrConstruct<FAudioBuffer>(METASOUND_GET_PARAM_NAME_WITH_INDEX(InParamAudio, ChannelIndex), InParams.OperatorSettings));
}
return MakeUnique<TAudioBusWriterOperator<NumChannels>>(InParams, AudioMixerOutputFrames, AudioDeviceId, MoveTemp(AudioBusIn), MoveTemp(AudioInputs));
}
TAudioBusWriterOperator(const FCreateOperatorParams& InParams, int32 InAudioMixerOutputFrames, Audio::FDeviceId InAudioDeviceId, FAudioBusAssetReadRef InAudioBusAsset, TArray<FAudioBufferReadRef> InAudioInputs) :
AudioBusAsset(MoveTemp(InAudioBusAsset)),
AudioInputs(MoveTemp(InAudioInputs)),
AudioMixerOutputFrames(InAudioMixerOutputFrames),
AudioDeviceId(InAudioDeviceId),
SampleRate(InParams.OperatorSettings.GetSampleRate())
{
const FAudioBusProxyPtr& AudioBusProxy = AudioBusAsset->GetAudioBusProxy();
if (AudioBusProxy.IsValid())
{
if (FAudioDeviceManager* ADM = FAudioDeviceManager::Get())
{
if (FAudioDevice* AudioDevice = ADM->GetAudioDeviceRaw(AudioDeviceId))
{
if (AudioDevice->IsAudioMixerEnabled())
{
AudioBusChannels = AudioBusProxy->NumChannels;
BlockSizeFrames = AudioInputs[0]->Num();
InterleavedBuffer.AddUninitialized(BlockSizeFrames * AudioBusChannels);
Audio::FMixerDevice& MixerDevice(static_cast<Audio::FMixerDevice&>(*AudioDevice));
MixerDevice.StartAudioBus(AudioBusProxy->AudioBusId, NumChannels, false);
// Create a bus patch input with enough room for the number of samples we expect and some buffering
AudioBusPatchInput = Audio::FPatchInput(MakeShared<Audio::FPatchOutput, ESPMode::ThreadSafe>(BlockSizeFrames * FMath::DivideAndRoundUp(BlockSizeFrames, AudioMixerOutputFrames) * AudioBusChannels * 4, 1.f));
MixerDevice.AddPatchInputForAudioBus(AudioBusPatchInput, AudioBusProxy->AudioBusId);
}
}
}
}
}
virtual ~TAudioBusWriterOperator()
{
}
virtual FDataReferenceCollection GetInputs() const override
{
using namespace AudioBusWriterNode;
FDataReferenceCollection InputDataReferences;
InputDataReferences.AddDataReadReference(METASOUND_GET_PARAM_NAME(InParamAudioBusOutput), AudioBusAsset);
for (int32 ChannelIndex = 0; ChannelIndex < NumChannels; ++ChannelIndex)
{
InputDataReferences.AddDataReadReference(METASOUND_GET_PARAM_NAME_WITH_INDEX(InParamAudio, ChannelIndex), FAudioBufferReadRef(AudioInputs[ChannelIndex]));
}
return InputDataReferences;
}
virtual FDataReferenceCollection GetOutputs() const override
{
using namespace AudioBusWriterNode;
FDataReferenceCollection OutputDataReferences;
return OutputDataReferences;
}
void Execute()
{
if (!AudioBusPatchInput.IsOutputStillActive())
{
return;
}
int32 NumSamplesToPush = InterleavedBuffer.Num();
uint32 MinChannels = NumChannels;
if (MinChannels < AudioBusChannels)
{
// There are fewer inputs than outputs, so zero the interleaved buffer
FMemory::Memzero(InterleavedBuffer.GetData(), NumSamplesToPush * sizeof(float));
}
else
{
MinChannels = AudioBusChannels;
}
// Retrieve input and interleaved buffer pointers
const float* AudioInputBufferPtrs[NumChannels];
for (uint32 ChannelIndex = 0; ChannelIndex < MinChannels; ++ChannelIndex)
{
AudioInputBufferPtrs[ChannelIndex] = AudioInputs[ChannelIndex]->GetData();
}
float* InterleavedBufferPtr = InterleavedBuffer.GetData();
// Interleave the inputs
// Writing the channels of the interleaved buffer sequentially should improve
// cache utilization compared to writing each input's frames sequentially.
// There is more likely to be a cache line for each buffer than for the
// entirety of the interleaved buffer.
for (int32 FrameIndex = 0; FrameIndex < BlockSizeFrames; ++FrameIndex)
{
for (uint32 ChannelIndex = 0; ChannelIndex < MinChannels; ++ChannelIndex)
{
InterleavedBufferPtr[ChannelIndex] = *AudioInputBufferPtrs[ChannelIndex]++;
}
InterleavedBufferPtr += AudioBusChannels;
}
// Pushes the interleaved data to the audio bus
AudioBusPatchInput.PushAudio(InterleavedBuffer.GetData(), NumSamplesToPush);
}
private:
FAudioBusAssetReadRef AudioBusAsset;
TArray<FAudioBufferReadRef> AudioInputs;
TArray<float> InterleavedBuffer;
int32 AudioMixerOutputFrames = INDEX_NONE;
Audio::FDeviceId AudioDeviceId = INDEX_NONE;
float SampleRate = 0.0f;
Audio::FPatchInput AudioBusPatchInput;
uint32 AudioBusChannels = INDEX_NONE;
int32 BlockSizeFrames = 0;
};
template<uint32 NumChannels>
class TAudioBusWriterNode : public FNodeFacade
{
public:
TAudioBusWriterNode(const FNodeInitData& InitData)
: FNodeFacade(InitData.InstanceName, InitData.InstanceID, TFacadeOperatorClass<TAudioBusWriterOperator<NumChannels>>())
{
}
};
#define REGISTER_AUDIO_BUS_WRITER_NODE(ChannelCount) \
using FAudioBusWriterNode_##ChannelCount = TAudioBusWriterNode<ChannelCount>; \
METASOUND_REGISTER_NODE(FAudioBusWriterNode_##ChannelCount) \
REGISTER_AUDIO_BUS_WRITER_NODE(1);
REGISTER_AUDIO_BUS_WRITER_NODE(2);
}
#undef LOCTEXT_NAMESPACE