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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
282 lines
8.2 KiB
C++
282 lines
8.2 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "AndroidAudioDevice.h"
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#include "AudioEffect.h"
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#include "IAudioFormat.h"
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#include "AudioDecompress.h"
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#include "ContentStreaming.h"
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/*------------------------------------------------------------------------------------
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FSLESSoundBuffer.
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------------------------------------------------------------------------------------*/
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/**
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* Constructor
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*
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* @param AudioDevice audio device this sound buffer is going to be attached to.
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*/
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FSLESSoundBuffer::FSLESSoundBuffer( FSLESAudioDevice* InAudioDevice )
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: FSoundBuffer(InAudioDevice),
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AudioData(NULL),
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DecompressionState( NULL ),
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Format(SoundFormat_Invalid)
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{
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}
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/**
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* Destructor
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*
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* Frees wave data and detaches itself from audio device.
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*/
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FSLESSoundBuffer::~FSLESSoundBuffer( void )
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{
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FMemory::Free( AudioData);
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if( DecompressionState )
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{
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delete DecompressionState;
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}
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}
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FSLESSoundBuffer* FSLESSoundBuffer::CreateQueuedBuffer( FSLESAudioDevice* AudioDevice, USoundWave* InWave )
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{
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// Check to see if thread has finished decompressing on the other thread
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if (InWave->AudioDecompressor != nullptr)
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{
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InWave->AudioDecompressor->EnsureCompletion();
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// Remove the decompressor
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delete InWave->AudioDecompressor;
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InWave->AudioDecompressor = nullptr;
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}
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// Always create a new buffer for real time decompressed sounds
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FSLESSoundBuffer* Buffer = new FSLESSoundBuffer( AudioDevice);
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// Prime the first two buffers and prepare the decompression
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FSoundQualityInfo QualityInfo = { 0 };
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Buffer->DecompressionState = AudioDevice->CreateCompressedAudioInfo(InWave);
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// If the buffer was precached as native, the resource data will have been lost and we need to re-initialize it
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if (InWave->ResourceData == nullptr)
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{
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InWave->InitAudioResource(AudioDevice->GetRuntimeFormat(InWave));
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}
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if (Buffer->DecompressionState && Buffer->DecompressionState->ReadCompressedInfo(InWave->ResourceData, InWave->ResourceSize, &QualityInfo))
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{
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// Clear out any dangling pointers
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Buffer->AudioData = NULL;
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Buffer->BufferSize = 0;
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// Keep track of associated resource name.
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Buffer->ResourceName = InWave->GetPathName();
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Buffer->NumChannels = InWave->NumChannels;
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Buffer->SampleRate = InWave->SampleRate;
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//Android can't handle more than 48kHz, so turn on halfrate decoding and adjust parameters
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if (Buffer->SampleRate > 48000)
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{
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UE_LOG(LogAndroidAudio, Log, TEXT( "Converting %s to halfrate from %d" ), *InWave->GetName(), Buffer->SampleRate );
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Buffer->DecompressionState->EnableHalfRate( true);
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Buffer->SampleRate = Buffer->SampleRate / 2;
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InWave->SampleRate = InWave->SampleRate / 2;
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uint32 SampleCount = QualityInfo.SampleDataSize / (QualityInfo.NumChannels * sizeof(uint16));
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SampleCount /= 2;
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InWave->RawPCMDataSize = SampleCount * QualityInfo.NumChannels * sizeof(uint16);;
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}
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Buffer->Format = SoundFormat_PCMRT;
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}
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else
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{
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InWave->DecompressionType = DTYPE_Invalid;
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InWave->NumChannels = 0;
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InWave->RemoveAudioResource();
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}
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return Buffer;
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}
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/**
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* Static function used to create an OpenSL buffer and upload decompressed ogg vorbis data to.
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*
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* @param InWave USoundWave to use as template and wave source
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* @param AudioDevice audio device to attach created buffer to
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* @return FSLESSoundBuffer pointer if buffer creation succeeded, NULL otherwise
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*/
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FSLESSoundBuffer* FSLESSoundBuffer::CreateNativeBuffer( FSLESAudioDevice* AudioDevice, USoundWave* InWave )
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{
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// Check to see if thread has finished decompressing on the other thread
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if( InWave->AudioDecompressor != NULL )
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{
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InWave->AudioDecompressor->EnsureCompletion();
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// Remove the decompressor
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delete InWave->AudioDecompressor;
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InWave->AudioDecompressor = NULL;
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}
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FSLESSoundBuffer* Buffer = NULL;
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// Create new buffer.
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Buffer = new FSLESSoundBuffer( AudioDevice );
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Buffer->DecompressionState = AudioDevice->CreateCompressedAudioInfo(InWave);
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FAudioDeviceManager* AudioDeviceManager = GEngine->GetAudioDeviceManager();
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check(AudioDeviceManager != nullptr);
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AudioDeviceManager->TrackResource(InWave, Buffer);
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Buffer->NumChannels = InWave->NumChannels;
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Buffer->SampleRate = InWave->SampleRate;
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// Take ownership the PCM data
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Buffer->AudioData = InWave->RawPCMData;
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Buffer->BufferSize = InWave->RawPCMDataSize;
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Buffer->Format = SoundFormat_PCM;
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InWave->RawPCMData = NULL;
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InWave->RemoveAudioResource();
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return Buffer;
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}
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/**
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* Static function used to create an Audio buffer and dynamically upload procedural data to.
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*
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* @param InWave USoundWave to use as template and wave source
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* @param AudioDevice audio device to attach created buffer to
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* @return FSLESSoundBuffer pointer if buffer creation succeeded, NULL otherwise
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*/
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FSLESSoundBuffer* FSLESSoundBuffer::CreateProceduralBuffer(FSLESAudioDevice* AudioDevice, USoundWave* InWave)
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{
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FSLESSoundBuffer* Buffer = new FSLESSoundBuffer(AudioDevice);
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// Setup any default information
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Buffer->DecompressionState = NULL;
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Buffer->AudioData = NULL;
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Buffer->BufferSize = 0;
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Buffer->Format = SoundFormat_PCMRT;
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Buffer->NumChannels = InWave->NumChannels;
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Buffer->SampleRate = InWave->SampleRate;
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InWave->RawPCMData = NULL;
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// No tracking of this resource as it's temporary
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Buffer->ResourceID = 0;
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InWave->ResourceID = 0;
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return Buffer;
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}
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/**
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* Static function used to create a buffer.
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*
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* @param InWave USoundNodeWave to use as template and wave source
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* @param AudioDevice audio device to attach created buffer to
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* @param bIsPrecacheRequest Whether this request is for precaching or not
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* @return FSLESSoundBuffer pointer if buffer creation succeeded, NULL otherwise
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*/
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FSLESSoundBuffer* FSLESSoundBuffer::Init( FSLESAudioDevice* AudioDevice ,USoundWave* InWave )
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{
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SCOPE_CYCLE_COUNTER( STAT_AudioResourceCreationTime );
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// Can't create a buffer without any source data
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if( InWave == NULL || InWave->NumChannels == 0 )
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{
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UE_LOG( LogAndroidAudio, Warning, TEXT("InitBuffer with Null sound data"));
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return( NULL );
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}
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FAudioDeviceManager* AudioDeviceManager = GEngine->GetAudioDeviceManager();
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FSLESSoundBuffer* Buffer = NULL;
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EDecompressionType DecompressionType = InWave->DecompressionType;
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UE_LOG(LogAndroidAudio, Verbose, TEXT("Init: Using decompression type: %d"), int32(DecompressionType));
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switch( DecompressionType )
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{
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case DTYPE_Setup:
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// Has circumvented precache mechanism - precache now
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AudioDevice->Precache(InWave, true, false);
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// if it didn't change, we will recurse forever
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check(InWave->DecompressionType != DTYPE_Setup);
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// Recall this function with new decompression type
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return( Init( AudioDevice, InWave ) );
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break;
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case DTYPE_Native:
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// Upload entire wav
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if( InWave->ResourceID )
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{
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Buffer = static_cast<FSLESSoundBuffer*>(AudioDeviceManager->WaveBufferMap.FindRef(InWave->ResourceID));
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}
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if( Buffer == NULL )
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{
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Buffer = CreateNativeBuffer( AudioDevice, InWave );
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}
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break;
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case DTYPE_RealTime:
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// Always create a new buffer for streaming ogg vorbis data
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Buffer = CreateQueuedBuffer( AudioDevice, InWave );
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break;
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case DTYPE_Procedural:
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// New buffer for procedural data
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Buffer = CreateProceduralBuffer(AudioDevice, InWave);
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break;
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case DTYPE_Invalid:
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case DTYPE_Preview:
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default:
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UE_LOG( LogAndroidAudio, Warning, TEXT("Init Buffer on unsupported sound type name = %s type = %d"), *InWave->GetName(), int32(DecompressionType));
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break;
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}
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return Buffer;
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}
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/**
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* Decompresses a chunk of compressed audio to the destination memory
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*
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* @param Destination Memory to decompress to
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* @param bLooping Whether to loop the sound seamlessly, or pad with zeroes
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* @return Whether the sound looped or not
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*/
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bool FSLESSoundBuffer::ReadCompressedData( uint8* Destination, bool bLooping )
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{
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ensure( DecompressionState);
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return(DecompressionState->ReadCompressedData(Destination, bLooping, DecompressionState->GetStreamBufferSize() * NumChannels));
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}
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void FSLESSoundBuffer::Seek(const float SeekTime)
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{
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if (ensure(DecompressionState))
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{
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DecompressionState->SeekToTime(SeekTime);
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}
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}
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/**
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* Returns the size for a real time/streaming buffer based on decompressor
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*
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* @return Size of buffer in bytes for a single channel or 0 if no decompression state
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*/
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int FSLESSoundBuffer::GetRTBufferSize(void)
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{
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return DecompressionState ? DecompressionState->GetStreamBufferSize() : MONO_PCM_BUFFER_SIZE;
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}
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