Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundStandardNodes/Private/MetasoundDelayNode.cpp
phil popp 9b1bc01a76 MetaSound FVertex simplification
- Simplifying FVertexInteface by removing VertexModel concept.
- Deprecating unwanted functions in interface.
- Simplifying storage mechanism in TVertexGroup
#jira UE-147353
#rb Rob.Gay
#preflight 62460dbde434babd8af9e93b

[CL 19578298 by phil popp in ue5-main branch]
2022-03-31 16:49:59 -04:00

249 lines
8.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Internationalization/Text.h"
#include "MetasoundExecutableOperator.h"
#include "MetasoundNodeRegistrationMacro.h"
#include "MetasoundParamHelper.h"
#include "MetasoundPrimitives.h"
#include "MetasoundStandardNodesNames.h"
#include "MetasoundTrigger.h"
#include "MetasoundTime.h"
#include "MetasoundAudioBuffer.h"
#include "DSP/Delay.h"
#include "MetasoundStandardNodesCategories.h"
#include "MetasoundFacade.h"
#define LOCTEXT_NAMESPACE "MetasoundStandardNodes"
namespace Metasound
{
namespace Delay
{
METASOUND_PARAM(InParamAudioInput, "In", "Audio input.")
METASOUND_PARAM(InParamDelayTime, "Delay Time", "The amount of time to delay the audio, in seconds.")
METASOUND_PARAM(InParamDryLevel, "Dry Level", "The dry level of the delay.")
METASOUND_PARAM(InParamWetLevel, "Wet Level", "The wet level of the delay.")
METASOUND_PARAM(InParamFeedbackAmount, "Feedback", "Feedback amount.")
METASOUND_PARAM(OutParamAudio, "Out", "Audio output.")
// TODO: make this a static vertex
static float MaxDelaySeconds = 5.0f;
}
class FDelayOperator : public TExecutableOperator<FDelayOperator>
{
public:
static const FNodeClassMetadata& GetNodeInfo();
static const FVertexInterface& GetVertexInterface();
static TUniquePtr<IOperator> CreateOperator(const FCreateOperatorParams& InParams, FBuildErrorArray& OutErrors);
FDelayOperator(const FOperatorSettings& InSettings,
const FAudioBufferReadRef& InAudioInput,
const FTimeReadRef& InDelayTime,
const FFloatReadRef& InDryLevel,
const FFloatReadRef& InWetLevel,
const FFloatReadRef& InFeedback);
virtual FDataReferenceCollection GetInputs() const override;
virtual FDataReferenceCollection GetOutputs() const override;
void Execute();
private:
float GetInputDelayTimeMsec() const;
// The input audio buffer
FAudioBufferReadRef AudioInput;
// The amount of delay time
FTimeReadRef DelayTime;
// The dry level
FFloatReadRef DryLevel;
// The wet level
FFloatReadRef WetLevel;
// The feedback amount
FFloatReadRef Feedback;
// The audio output
FAudioBufferWriteRef AudioOutput;
// The internal delay buffer
Audio::FDelay DelayBuffer;
// The previous delay time
float PrevDelayTimeMsec;
// Feedback sample
float FeedbackSample;
};
FDelayOperator::FDelayOperator(const FOperatorSettings& InSettings,
const FAudioBufferReadRef& InAudioInput,
const FTimeReadRef& InDelayTime,
const FFloatReadRef& InDryLevel,
const FFloatReadRef& InWetLevel,
const FFloatReadRef& InFeedback)
: AudioInput(InAudioInput)
, DelayTime(InDelayTime)
, DryLevel(InDryLevel)
, WetLevel(InWetLevel)
, Feedback(InFeedback)
, AudioOutput(FAudioBufferWriteRef::CreateNew(InSettings))
, PrevDelayTimeMsec(GetInputDelayTimeMsec())
, FeedbackSample(0.0f)
{
DelayBuffer.Init(InSettings.GetSampleRate(), Delay::MaxDelaySeconds);
DelayBuffer.SetDelayMsec(PrevDelayTimeMsec);
}
FDataReferenceCollection FDelayOperator::GetInputs() const
{
using namespace Delay;
FDataReferenceCollection InputDataReferences;
InputDataReferences.AddDataReadReference(METASOUND_GET_PARAM_NAME(InParamAudioInput), FAudioBufferReadRef(AudioInput));
InputDataReferences.AddDataReadReference(METASOUND_GET_PARAM_NAME(InParamDelayTime), FTimeReadRef(DelayTime));
InputDataReferences.AddDataReadReference(METASOUND_GET_PARAM_NAME(InParamDryLevel), FFloatReadRef(DryLevel));
InputDataReferences.AddDataReadReference(METASOUND_GET_PARAM_NAME(InParamWetLevel), FFloatReadRef(WetLevel));
InputDataReferences.AddDataReadReference(METASOUND_GET_PARAM_NAME(InParamFeedbackAmount), FFloatReadRef(Feedback));
return InputDataReferences;
}
FDataReferenceCollection FDelayOperator::GetOutputs() const
{
using namespace Delay;
FDataReferenceCollection OutputDataReferences;
OutputDataReferences.AddDataReadReference(METASOUND_GET_PARAM_NAME(OutParamAudio), FAudioBufferReadRef(AudioOutput));
return OutputDataReferences;
}
float FDelayOperator::GetInputDelayTimeMsec() const
{
// Clamp the delay time to the max delay allowed
return 1000.0f * FMath::Clamp((float)DelayTime->GetSeconds(), 0.0f, Delay::MaxDelaySeconds);
}
void FDelayOperator::Execute()
{
// Get clamped delay time
float CurrentInputDelayTime = GetInputDelayTimeMsec();
// Check to see if our delay amount has changed
if (!FMath::IsNearlyEqual(PrevDelayTimeMsec, CurrentInputDelayTime))
{
PrevDelayTimeMsec = CurrentInputDelayTime;
DelayBuffer.SetEasedDelayMsec(PrevDelayTimeMsec);
}
const float* InputAudio = AudioInput->GetData();
float* OutputAudio = AudioOutput->GetData();
int32 NumFrames = AudioInput->Num();
// Clamp the feedback amount to make sure it's bounded. Clamp to a number slightly less than 1.0
float FeedbackAmount = FMath::Clamp(*Feedback, 0.0f, 1.0f - SMALL_NUMBER);
float CurrentDryLevel = FMath::Clamp(*DryLevel, 0.0f, 1.0f);
float CurrentWetLevel = FMath::Clamp(*WetLevel, 0.0f, 1.0f);
if (FMath::IsNearlyZero(FeedbackAmount))
{
FeedbackSample = 0.0f;
for (int32 FrameIndex = 0; FrameIndex < NumFrames; ++FrameIndex)
{
OutputAudio[FrameIndex] = CurrentWetLevel * DelayBuffer.ProcessAudioSample(InputAudio[FrameIndex]) + CurrentDryLevel * InputAudio[FrameIndex];
}
}
else
{
// There is some amount of feedback so we do the feedback mixing
for (int32 FrameIndex = 0; FrameIndex < NumFrames; ++FrameIndex)
{
OutputAudio[FrameIndex] = CurrentWetLevel * DelayBuffer.ProcessAudioSample(InputAudio[FrameIndex] + FeedbackSample * FeedbackAmount) + CurrentDryLevel * InputAudio[FrameIndex];
FeedbackSample = OutputAudio[FrameIndex];
}
}
}
const FVertexInterface& FDelayOperator::GetVertexInterface()
{
using namespace Delay;
static const FVertexInterface Interface(
FInputVertexInterface(
TInputDataVertex<FAudioBuffer>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamAudioInput)),
TInputDataVertex<FTime>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamDelayTime), 1.0f),
TInputDataVertex<float>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamDryLevel), 0.0f),
TInputDataVertex<float>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamWetLevel), 1.0f),
TInputDataVertex<float>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamFeedbackAmount), 0.0f)
),
FOutputVertexInterface(
TOutputDataVertex<FAudioBuffer>(METASOUND_GET_PARAM_NAME_AND_METADATA(OutParamAudio))
)
);
return Interface;
}
const FNodeClassMetadata& FDelayOperator::GetNodeInfo()
{
auto InitNodeInfo = []() -> FNodeClassMetadata
{
FNodeClassMetadata Info;
Info.ClassName = { StandardNodes::Namespace, "Delay", StandardNodes::AudioVariant };
Info.MajorVersion = 1;
Info.MinorVersion = 1;
Info.DisplayName = METASOUND_LOCTEXT("DelayNode_DisplayName", "Delay");
Info.Description = METASOUND_LOCTEXT("DelayNode_Description", "Delays an audio buffer by the specified amount.");
Info.Author = PluginAuthor;
Info.PromptIfMissing = PluginNodeMissingPrompt;
Info.DefaultInterface = GetVertexInterface();
Info.CategoryHierarchy.Emplace(NodeCategories::Delays);
return Info;
};
static const FNodeClassMetadata Info = InitNodeInfo();
return Info;
}
TUniquePtr<IOperator> FDelayOperator::CreateOperator(const FCreateOperatorParams& InParams, FBuildErrorArray& OutErrors)
{
using namespace Delay;
const FDataReferenceCollection& InputCollection = InParams.InputDataReferences;
const FInputVertexInterface& InputInterface = GetVertexInterface().GetInputInterface();
FAudioBufferReadRef AudioIn = InputCollection.GetDataReadReferenceOrConstruct<FAudioBuffer>(METASOUND_GET_PARAM_NAME(InParamAudioInput), InParams.OperatorSettings);
FTimeReadRef DelayTime = InputCollection.GetDataReadReferenceOrConstructWithVertexDefault<FTime>(InputInterface, METASOUND_GET_PARAM_NAME(InParamDelayTime), InParams.OperatorSettings);
FFloatReadRef DryLevel = InputCollection.GetDataReadReferenceOrConstructWithVertexDefault<float>(InputInterface, METASOUND_GET_PARAM_NAME(InParamDryLevel), InParams.OperatorSettings);
FFloatReadRef WetLevel = InputCollection.GetDataReadReferenceOrConstructWithVertexDefault<float>(InputInterface, METASOUND_GET_PARAM_NAME(InParamWetLevel), InParams.OperatorSettings);
FFloatReadRef Feedback = InputCollection.GetDataReadReferenceOrConstructWithVertexDefault<float>(InputInterface, METASOUND_GET_PARAM_NAME(InParamFeedbackAmount), InParams.OperatorSettings);
return MakeUnique<FDelayOperator>(InParams.OperatorSettings, AudioIn, DelayTime, DryLevel, WetLevel, Feedback);
}
class FDelayNode : public FNodeFacade
{
public:
/**
* Constructor used by the Metasound Frontend.
*/
FDelayNode(const FNodeInitData& InitData)
: FNodeFacade(InitData.InstanceName, InitData.InstanceID, TFacadeOperatorClass<FDelayOperator>())
{
}
};
METASOUND_REGISTER_NODE(FDelayNode)
}
#undef LOCTEXT_NAMESPACE