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- Moving Frontend UObject registration logic to FMetasoundUObjectRegistry - Allow FMetasoundAssetBase to support multiple FMetasoundArchetypes - Adding graph synchronization between UEdGraph and FMetasoundDocument - Added TAssetPtr<> for tracking validity of objects that cannot be wrapped in a smart pointer. - Added support for mono and stereo to UMetasoundSource - Added tools for comparing FMetasoundARchetypes. - Added LogMetasound #rb Max.Hayes #jira UEAU-487 [CL 14919511 by phil popp in ue5-main branch]
296 lines
8.9 KiB
C++
296 lines
8.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MetasoundSource.h"
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#include "AssetRegistryModule.h"
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#include "CoreMinimal.h"
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#include "Internationalization/Text.h"
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#include "MetasoundAssetBase.h"
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#include "MetasoundAudioFormats.h"
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#include "MetasoundBop.h"
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#include "MetasoundEngineEnvironment.h"
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#include "MetasoundGenerator.h"
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#include "MetasoundLog.h"
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#include "MetasoundPrimitives.h"
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#if WITH_EDITORONLY_DATA
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#include "EdGraph/EdGraph.h"
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#endif // WITH_EDITORONLY_DATA
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#define LOCTEXT_NAMESPACE "MetasoundSource"
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static FName MetasoundSourceArchetypeName = FName(TEXT("Metasound Source"));
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UMetasoundSource::UMetasoundSource(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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, FMetasoundAssetBase(GetMonoSourceArchetype())
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{
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NumChannels = 1;
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Duration = INDEFINITELY_LOOPING_DURATION;
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bLooping = true;
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// todo: ensure that we have a method so that the audio engine can be authoritative over the sample rate the UMetasoundSource runs at.
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SampleRate = 48000.0f;
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}
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void UMetasoundSource::SetMetadata(FMetasoundClassMetadata& InMetadata)
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{
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RootMetasoundDocument.RootClass.Metadata = InMetadata;
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}
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#if WITH_EDITOR
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void UMetasoundSource::PostEditChangeProperty(FPropertyChangedEvent& InEvent)
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{
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Super::PostEditChangeProperty(InEvent);
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if (InEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(UMetasoundSource, OutputFormat))
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{
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switch (OutputFormat)
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{
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case EMetasoundSourceAudioFormat::Stereo:
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NumChannels = 2;
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ensure(SetArchetype(GetStereoSourceArchetype()));
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break;
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case EMetasoundSourceAudioFormat::Mono:
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default:
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NumChannels = 1;
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ensure(SetArchetype(GetMonoSourceArchetype()));
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break;
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}
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}
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}
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#endif
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bool UMetasoundSource::IsPlayable() const
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{
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// todo: cache off whether this metasound is buildable to an operator.
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return true;
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}
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bool UMetasoundSource::SupportsSubtitles() const
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{
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return Super::SupportsSubtitles();
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}
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float UMetasoundSource::GetDuration()
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{
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// eh? this is kind of a weird field anyways.
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return Super::GetDuration();
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}
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ISoundGeneratorPtr UMetasoundSource::CreateSoundGenerator(const FSoundGeneratorInitParams& InParams)
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{
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using namespace Metasound;
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Duration = INDEFINITELY_LOOPING_DURATION;
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bLooping = true;
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SampleRate = InParams.SampleRate;
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const float BlockRate = 100.f; // Metasound graph gets evaluated 100 times per second.
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FOperatorSettings InSettings(InParams.SampleRate, BlockRate);
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FMetasoundEnvironment Environment;
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// Add audio device ID to environment.
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FAudioDeviceHandle DeviceHandle;
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if (UWorld* World = GetWorld())
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{
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DeviceHandle = World->GetAudioDevice();
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}
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if (!DeviceHandle.IsValid())
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{
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if (FAudioDeviceManager* DeviceManager = FAudioDeviceManager::Get())
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{
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DeviceHandle = DeviceManager->GetMainAudioDeviceHandle();
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}
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}
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Environment.SetValue<FAudioDeviceHandle>(GetAudioDeviceHandleVariableName(), DeviceHandle);
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// Create the operator from the graph handle.
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TArray<IOperatorBuilder::FBuildErrorPtr> BuildErrors;
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Frontend::FGraphHandle RootGraph = GetRootGraphHandle();
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ensureAlways(RootGraph.IsValid());
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TUniquePtr<IOperator> Operator = RootGraph.BuildOperator(InSettings, Environment, BuildErrors);
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if (!Operator.IsValid())
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{
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// Log build errors that resulted in a null operator.
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UE_LOG(LogMetasound, Error, TEXT("Failed to build Metasound operator from graph in MetasoundSource [%s]"), *GetName());
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for (const IOperatorBuilder::FBuildErrorPtr& Error : BuildErrors)
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{
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if (Error.IsValid())
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{
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UE_LOG(LogMetasound, Warning, TEXT("MetasoundSource [%s] build error [%s] \"%s\""), *GetName(), *(Error->GetErrorType().ToString()), *(Error->GetErrorDescription().ToString()));
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}
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}
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}
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else
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{
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FDataReferenceCollection Outputs = Operator->GetOutputs();
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TArrayView<FAudioBufferReadRef> OutputBuffers;
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// Get output audio buffers.
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if (EMetasoundSourceAudioFormat::Stereo == OutputFormat)
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{
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if (!Outputs.ContainsDataReadReference<FStereoAudioFormat>(GetAudioOutputName()))
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{
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UE_LOG(LogMetasound, Warning, TEXT("MetasoundSource [%s] does not contain stereo output [%s] in output"), *GetName(), *GetAudioOutputName());
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}
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OutputBuffers = Outputs.GetDataReadReferenceOrConstruct<FStereoAudioFormat>(GetAudioOutputName(), InSettings)->GetBuffers();
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}
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else if (EMetasoundSourceAudioFormat::Mono == OutputFormat)
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{
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if (!Outputs.ContainsDataReadReference<FStereoAudioFormat>(GetAudioOutputName()))
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{
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UE_LOG(LogMetasound, Warning, TEXT("MetasoundSource [%s] does not contain mono output [%s] in output"), *GetName(), *GetAudioOutputName());
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}
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OutputBuffers = Outputs.GetDataReadReferenceOrConstruct<FMonoAudioFormat>(GetAudioOutputName(), InSettings)->GetBuffers();
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}
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// Create the FMetasoundGenerator.
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FMetasoundGeneratorInitParams InitParams =
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{
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MoveTemp(Operator),
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OutputBuffers,
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Outputs.GetDataReadReferenceOrConstruct<FBop>(GetIsFinishedOutputName(), InSettings, false)
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};
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return ISoundGeneratorPtr(new FMetasoundGenerator(MoveTemp(InitParams)));
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}
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return ISoundGeneratorPtr(nullptr);
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}
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void UMetasoundSource::PostLoad()
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{
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Super::PostLoad();
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ConformDocumentToArchetype();
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}
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const TArray<FMetasoundArchetype>& UMetasoundSource::GetPreferredArchetypes() const
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{
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static TArray<FMetasoundArchetype> Preferred({GetMonoSourceArchetype(), GetStereoSourceArchetype()});
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return Preferred;
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}
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const FString& UMetasoundSource::GetOnPlayInputName()
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{
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static FString BopInputName = FString(TEXT("On Play"));
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return BopInputName;
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}
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const FString& UMetasoundSource::GetAudioOutputName()
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{
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static FString AudioOutputName = FString(TEXT("Generated Audio"));
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return AudioOutputName;
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}
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const FString& UMetasoundSource::GetIsFinishedOutputName()
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{
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static FString OnFinishedOutputName = FString(TEXT("On Finished"));
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return OnFinishedOutputName;
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}
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const FString& UMetasoundSource::GetAudioDeviceHandleVariableName()
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{
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static FString AudioDeviceHandleVarName = FString(TEXT("AudioDeviceHandle"));
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return AudioDeviceHandleVarName;
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}
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const FMetasoundArchetype& UMetasoundSource::GetBaseArchetype()
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{
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auto CreateBaseArchetype = []() -> FMetasoundArchetype
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{
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FMetasoundArchetype Archetype;
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FMetasoundInputDescription OnPlayBop;
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OnPlayBop.Name = UMetasoundSource::GetOnPlayInputName();
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OnPlayBop.DisplayName = FText::FromString(OnPlayBop.Name);
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OnPlayBop.TypeName = Metasound::Frontend::GetDataTypeName<Metasound::FBop>();
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OnPlayBop.ToolTip = LOCTEXT("OnPlayBopToolTip", "Bop executed when this source is first played.");
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Archetype.RequiredInputs.Add(OnPlayBop);
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FMetasoundOutputDescription OnFinished;
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OnFinished.Name = UMetasoundSource::GetIsFinishedOutputName();
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OnFinished.DisplayName = FText::FromString(OnFinished.Name);
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OnFinished.TypeName = Metasound::Frontend::GetDataTypeName<Metasound::FBop>();
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OnFinished.ToolTip = LOCTEXT("OnFinishedToolTip", "Bop executed to initiate stopping the source.");
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Archetype.RequiredOutputs.Add(OnFinished);
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FMetasoundEnvironmentVariableDescription AudioDeviceHandle;
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AudioDeviceHandle.Name = UMetasoundSource::GetAudioDeviceHandleVariableName();
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AudioDeviceHandle.DisplayName = FText::FromString(AudioDeviceHandle.Name);
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AudioDeviceHandle.ToolTip = LOCTEXT("AudioDeviceHandleToolTip", "Audio device handle");
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Archetype.EnvironmentVariables.Add(AudioDeviceHandle);
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return Archetype;
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};
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static const FMetasoundArchetype BaseArchetype = CreateBaseArchetype();
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return BaseArchetype;
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}
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const FMetasoundArchetype& UMetasoundSource::GetMonoSourceArchetype()
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{
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auto CreateMonoArchetype = []() -> FMetasoundArchetype
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{
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FMetasoundArchetype Archetype = GetBaseArchetype();
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Archetype.ArchetypeName = FName(TEXT("MonoSource"));
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FMetasoundOutputDescription GeneratedAudio;
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GeneratedAudio.Name = UMetasoundSource::GetAudioOutputName();
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GeneratedAudio.DisplayName = LOCTEXT("GeneratedMono", "Mono");
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GeneratedAudio.TypeName = Metasound::Frontend::GetDataTypeName<Metasound::FMonoAudioFormat>();
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GeneratedAudio.ToolTip = LOCTEXT("GeneratedAudioToolTip", "The resulting output audio from this source.");
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Archetype.RequiredOutputs.Add(GeneratedAudio);
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return Archetype;
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};
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static const FMetasoundArchetype MonoArchetype = CreateMonoArchetype();
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return MonoArchetype;
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}
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const FMetasoundArchetype& UMetasoundSource::GetStereoSourceArchetype()
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{
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auto CreateStereoArchetype = []() -> FMetasoundArchetype
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{
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FMetasoundArchetype Archetype = GetBaseArchetype();
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Archetype.ArchetypeName = FName(TEXT("StereoSource"));
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FMetasoundOutputDescription GeneratedAudio;
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GeneratedAudio.Name = UMetasoundSource::GetAudioOutputName();
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GeneratedAudio.DisplayName = LOCTEXT("GeneratedStereo", "Stereo");
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GeneratedAudio.TypeName = Metasound::Frontend::GetDataTypeName<Metasound::FStereoAudioFormat>();
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GeneratedAudio.ToolTip = LOCTEXT("GeneratedAudioToolTip", "The resulting output audio from this source.");
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Archetype.RequiredOutputs.Add(GeneratedAudio);
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return Archetype;
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};
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static const FMetasoundArchetype StereoArchetype = CreateStereoArchetype();
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return StereoArchetype;
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}
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#undef LOCTEXT_NAMESPACE
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