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