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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839 Change 3385512 on 2017/04/07 by Aaron.McLeran Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4 CL#3318457 - Fix crash when recycling PS4 sound sources. CL#3313213 - Allowing XboxOne to cook streaming audio CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves CL#3320066 - Added libopus for XboxOne CL#3320070 - libopus is now properly linked in XboxOne CL#3313219 - Allowing Mac to cook streaming audio CL#3315332 - Fixed audio streaming on Mac CL#3315335 - (additional file missed in previous CL) CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created. CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207 CL#3318530 - Fix threading issues in FAudioStreamingManager CL#3340718 - Fix for crash with audio streaming CL#3340844 - Fix for more thread safety in audio streaming manager CL#3343794 - Added a check in destructor of loaded chunk CL#3343794 - Removing check in stopping a source CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks CL#3373626 - Fixing ps4 streaming CL#3375110 - Reverting some changes from 3373626 CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2 CL#3383214 - Fixing buffer order issue for audio streaming Change 3386321 on 2017/04/10 by Lina.Halper #ANIM : preview - Attache preview mesh to use copy mesh pose #jira: UE-43114, UEAP-186 #rb: Thomas.Sarkanen Change 3386415 on 2017/04/10 by Ori.Cohen Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies. #JIRA UEAP-79 Change 3386418 on 2017/04/10 by Ori.Cohen Fix physx memory leak when a commandlet loads many assets without ticking scene #JIRA UE-43378 Change 3386569 on 2017/04/10 by dan.reynolds Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone. Change 3386714 on 2017/04/10 by Ori.Cohen Improve stats extensibility and expose it to the automation framework. Change 3386805 on 2017/04/10 by Lina.Halper Fix build error for editor #rb: none Change 3386854 on 2017/04/10 by Lina.Halper build fix for clang #rb:none Change 3387198 on 2017/04/10 by Aaron.McLeran #jira UE-43699 Deleting unused velocity variable. OpenAL's velocity is not supported in WebAudio. Removing dead code in AndroidAudioSource.cpp Change 3387346 on 2017/04/10 by Ori.Cohen Added performance regression map for physics (update kinematic bones and postBroadPhase) #JIRA UEAP-79 Change 3387409 on 2017/04/10 by Ori.Cohen Fix build, forgot to update this code Change 3387536 on 2017/04/10 by Lina.Halper Merging using AnimPhys-Fortnite-Main - fix preview mesh selection/animation #code review: Thomas.Sarkanen #rb: none #i_need_autocorrect Change 3387995 on 2017/04/11 by Martin.Wilson Live link updates - Refactor of provider api (separate update of hierarchy and transforms) - multi connection streaming from provider - provider maintains internal state so that new connections can be updated without interaction with streaming source. - Lifetime changes (connection timeout) Change 3388241 on 2017/04/11 by Lina.Halper Merging using AnimPhys-Fortnite-Main - merge CL of 3388238 #rb: Thomas.Sarkanen Change 3388294 on 2017/04/11 by Lina.Halper build fix #rb: none Change 3388341 on 2017/04/11 by Ori.Cohen Turn off vs2013 for physx Change 3389115 on 2017/04/11 by Ori.Cohen Forgot missing blueprint for perf test Change 3389224 on 2017/04/11 by Ori.Cohen Added sweep multi tests to perf regression #JIRA UEAP-79 Change 3389984 on 2017/04/12 by Martin.Wilson CIS Fix Change 3390315 on 2017/04/12 by Lina.Halper - fix on crash of component array when shutting down anim blueprint #jira: UE-43868 #rb: Thomas.Sarkanen Change 3390402 on 2017/04/12 by Martin.Wilson Fix update not being called on post process instances when the main anim instance does not do a parallel update #jira UE-43906 Change 3390772 on 2017/04/12 by Lina.Halper Fix crash on importing LOD with lesser # of joints #rb: Benn.Gallagher Change 3394850 on 2017/04/14 by Aaron.McLeran Adjusting how wavetable generation works for custom wavetables. - Changed wavetable creation to use a TSharedPtr vs a raw ptr. Change 3394853 on 2017/04/14 by Aaron.McLeran Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP Change 3395684 on 2017/04/17 by Ori.Cohen Make debugdraw for line traces const correct. Change 3396680 on 2017/04/17 by Ori.Cohen Added a total scene query stat and the ability to trace all scene queries Change 3397564 on 2017/04/18 by Benn.Gallagher Added clothing functional and performance test map + assets. Change 3397769 on 2017/04/18 by Thomas.Sarkanen CIS fix Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys Change 3398518 on 2017/04/18 by Lina.Halper Mirroring fix on set world rotation #rb: Zak.Middleton #jira: UE-43830 Change 3400400 on 2017/04/19 by Chad.Garyet adding switch physx build to anim-phys Change 3400416 on 2017/04/19 by Chad.Garyet updated email targets to include switch Change 3402005 on 2017/04/20 by Ori.Cohen Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script. Change 3402264 on 2017/04/20 by Ori.Cohen CIS fix Change 3402344 on 2017/04/20 by Ori.Cohen Turn off find unknown (was on by mistake) Change 3403311 on 2017/04/21 by Benn.Gallagher Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations Change 3403399 on 2017/04/21 by Benn.Gallagher Lighting build, content cleanup and reorganization for clothing test map Change 3403401 on 2017/04/21 by Benn.Gallagher Clothing test ground truth updates after lighting build. Change 3403813 on 2017/04/21 by danny.bouimad Adding everything needed for our multiplat map TM-AnimPhys Change 3403900 on 2017/04/21 by mason.seay Added WIP text to tests that need fixup Change 3405383 on 2017/04/24 by Ori.Cohen Fix typo where complex flag was not being passed in to constructor. #JIRA UE-44278, UE-44279 Change 3405389 on 2017/04/24 by Martin.Wilson Live link: - Added support for sending curve data across live link and applying it via the Live Link node - Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data. Change 3405569 on 2017/04/24 by Martin.Wilson Missed file from CL 3405389 Change 3405810 on 2017/04/24 by Chad.Garyet fixing busted target for dev-animphys stream Change 3406566 on 2017/04/24 by Aaron.McLeran #jira UE-44272 Fixing granular synth with packaged builds - Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly. Change 3406694 on 2017/04/24 by Aaron.McLeran Update to phonon/steam audio plugin from valve Change 3407794 on 2017/04/25 by Aaron.McLeran #jira UE-44357 Fix for attenuation settings in sequencer Change 3407848 on 2017/04/25 by Jon.Nabozny Add stats to FCollisionQueryParams (continued from CL-3402005). Change 3407857 on 2017/04/25 by Jon.Nabozny Disable FIND_UNKNOWN_SCENE_QUERIES. Change 3407915 on 2017/04/25 by Lina.Halper Animation Automation Test for curve and simple notify Change 3408164 on 2017/04/25 by Ori.Cohen Expose the physx tree rebuild rate. Change 3408174 on 2017/04/25 by Lina.Halper - Changed 1, 2, 3, 4 for ordering of timing - Made sure the notify test takes more time between shots. Change 3408359 on 2017/04/25 by Jon.Nabozny Fix FConfigFile::Write for arrays of different sizes. (Looks like it is still broke for arrays of the same same, with different values). Change 3408633 on 2017/04/25 by Aaron.McLeran #jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked - Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing Change 3408768 on 2017/04/25 by Aaron.McLeran Fixing UHT crash Change 3409225 on 2017/04/26 by Lina.Halper Increase tolerance for the shot test. It's very sensitive otherwise. Change 3409313 on 2017/04/26 by Benn.Gallagher Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt Change 3409478 on 2017/04/26 by danny.bouimad Moved Text Actor forwards as it was causing zFighting Change 3409572 on 2017/04/26 by Benn.Gallagher CIS fix after cloth painter changes Change 3409585 on 2017/04/26 by danny.bouimad Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map. Change 3410948 on 2017/04/27 by Martin.Wilson Live Link: - Add subject clearing support to client / message bus protocol - Update ref skeleton when subject changes. - Remove old classes Change 3413305 on 2017/04/28 by Danny.Bouimad Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem) Change 3413408 on 2017/04/28 by mason.seay Resaving to clear empty engine version warnings Change 3413418 on 2017/04/28 by Benn.Gallagher CIS fix, #pragma once in wrong place (after an include) Change 3413737 on 2017/04/28 by Martin.Wilson Rename Live Link Message Bus messages to contain the word message to avoid future name clashes Change 3414121 on 2017/04/28 by Ori.Cohen Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task. Change 3417833 on 2017/05/02 by Thomas.Sarkanen Fix bad merge in SynthComponentGranulator.cpp Change 3418174 on 2017/05/02 by Jon.Nabozny Fix memory leak in UDestructibleComponent::SetSkeletalMesh Change 3418907 on 2017/05/02 by Aaron.McLeran #jira UE-44599 Fixing active sound un-pause issue. - While paused, active sounds were updating their active playbacktime. Change 3419001 on 2017/05/02 by Ori.Cohen Added GetNumSimulatedAndAwake so that we can easily test for jitter. Change 3419079 on 2017/05/02 by Ori.Cohen Added a jitter automated test. Change 3419213 on 2017/05/02 by mason.seay Reaving content to remove empty engine version warnings Change 3419351 on 2017/05/02 by Ori.Cohen Added automated test for raycasting against landscape from underneath (JIRA UE-39819) It looks like this is currently broken Change 3419356 on 2017/05/02 by Ori.Cohen Updated test with associated JIRA where we first saw this Change 3419478 on 2017/05/02 by Ori.Cohen Added automated test for origin shift regression crash when using aggregates. Change 3420736 on 2017/05/03 by Ori.Cohen Added automated test for moving objects during an overlap callback for UE-41450 #rnx Change 3420803 on 2017/05/03 by Ori.Cohen Added automated test for JIRA UE-18019 #rnx Change 3420835 on 2017/05/03 by Jurre.deBaare Anim modifier BP for release notes Change 3421185 on 2017/05/03 by Ori.Cohen Missing file Change 3422673 on 2017/05/04 by danny.bouimad Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels. Change 3422898 on 2017/05/04 by Danny.Bouimad Updating QA Audio Content Change 3422908 on 2017/05/04 by Danny.Bouimad Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData' Change 3423508 on 2017/05/04 by Danny.Bouimad Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback Change 3423634 on 2017/05/04 by danny.bouimad Made updates to TM-AnimPhys testmap Change 3423870 on 2017/05/04 by Ori.Cohen Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now #jira UE-44624 Change 3423917 on 2017/05/04 by Ori.Cohen Assert_Equal for int returns a bool Change 3425267 on 2017/05/05 by Martin.Wilson Live Link - Add interpolation to subjects - Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings - Give live link sources their client Guid so that they can send it with subject data Change 3425303 on 2017/05/05 by Martin.Wilson Missed file from CL 3425267 Change 3430351 on 2017/05/09 by Martin.Wilson Crash fix for live link interpolation Change 3430601 on 2017/05/09 by Benn.Gallagher Disabled clothing perf test temporarily due to stats issues Change 3432669 on 2017/05/10 by Ori.Cohen Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17 Change 3432679 on 2017/05/10 by Ori.Cohen Temporarily turn off check during TLS release on Switch. Change 3434960 on 2017/05/11 by danny.bouimad Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch. Change 3436639 on 2017/05/12 by Danny.Bouimad Updating ground truths and map for OverlapCallBack to fix CIS error. [CL 3437043 by Thomas Sarkanen in Main branch]
621 lines
18 KiB
C++
621 lines
18 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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/*------------------------------------------------------------------------------------
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FSLESSoundSource.
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------------------------------------------------------------------------------------*/
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#include "AndroidAudioDevice.h"
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#include "AudioDecompress.h"
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// Callback that is registered if the source needs to loop
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void OpenSLBufferQueueCallback( SLAndroidSimpleBufferQueueItf InQueueInterface, void* pContext )
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{
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FSLESSoundSource* SoundSource = (FSLESSoundSource*)pContext;
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if( SoundSource )
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{
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SoundSource->OnRequeueBufferCallback( InQueueInterface );
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}
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}
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// Requeues buffer to loop Sound Source
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void FSLESSoundSource::OnRequeueBufferCallback( SLAndroidSimpleBufferQueueItf InQueueInterface )
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{
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if (!bStreamedSound)
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{
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SLresult result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, SLESBuffer->AudioData, SLESBuffer->GetSize() );
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if(result != SL_RESULT_SUCCESS)
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{
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UE_LOG( LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue (Requeing)"));
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}
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bHasLooped = true;
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}
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else
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{
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// Enqueue the previously decoded buffer
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if (RealtimeAsyncTask)
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{
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RealtimeAsyncTask->EnsureCompletion();
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switch(RealtimeAsyncTask->GetTask().GetTaskType())
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{
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case ERealtimeAudioTaskType::Decompress:
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bHasLooped = RealtimeAsyncTask->GetTask().GetBufferLooped();
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break;
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case ERealtimeAudioTaskType::Procedural:
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AudioBuffers[BufferInUse].AudioDataSize = RealtimeAsyncTask->GetTask().GetBytesWritten();
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break;
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}
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delete RealtimeAsyncTask;
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RealtimeAsyncTask = nullptr;
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}
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// Sound decoding is complete, just waiting to finish playing
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if (bBuffersToFlush)
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{
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// set the player's state to stopped
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SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_STOPPED);
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check(SL_RESULT_SUCCESS == result);
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return;
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}
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SLresult result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, AudioBuffers[BufferInUse].AudioData, AudioBuffers[BufferInUse].AudioDataSize );
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if(result != SL_RESULT_SUCCESS)
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{
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UE_LOG( LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue (Requeing)"));
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}
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// Switch to the next buffer and decode for the next time the callback fires if we didn't just get the last buffer
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BufferInUse = !BufferInUse;
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if (bHasLooped == false || WaveInstance->LoopingMode != LOOP_Never)
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{
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// Do this in the callback thread instead of creating an asynchronous task (thread id from callback is not consistent and use of TLS for stats causes issues)
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if (ReadMorePCMData(BufferInUse, EDataReadMode::Synchronous))
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{
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// If this is a synchronous source we may get notified immediately that we have looped
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bHasLooped = true;
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}
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}
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}
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}
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bool FSLESSoundSource::CreatePlayer()
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{
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// data info
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SLDataLocator_AndroidSimpleBufferQueue LocationBuffer = { SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 1 };
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// PCM Info
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SLDataFormat_PCM PCM_Format = { SL_DATAFORMAT_PCM, SLuint32(SLESBuffer->NumChannels), SLuint32( SLESBuffer->SampleRate * 1000 ),
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SL_PCMSAMPLEFORMAT_FIXED_16, SL_PCMSAMPLEFORMAT_FIXED_16,
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SLESBuffer->NumChannels == 2 ? ( SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT ) : SL_SPEAKER_FRONT_CENTER,
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SL_BYTEORDER_LITTLEENDIAN };
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SLDataSource SoundDataSource = { &LocationBuffer, &PCM_Format};
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// configure audio sink
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SLDataLocator_OutputMix Output_Mix = { SL_DATALOCATOR_OUTPUTMIX, ((FSLESAudioDevice *)AudioDevice)->SL_OutputMixObject};
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SLDataSink AudioSink = { &Output_Mix, NULL};
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// create audio player
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const SLInterfaceID ids[] = {SL_IID_BUFFERQUEUE, SL_IID_VOLUME};
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const SLboolean req[] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE};
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SLresult result = (*Device->SL_EngineEngine)->CreateAudioPlayer( Device->SL_EngineEngine, &SL_PlayerObject,
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&SoundDataSource, &AudioSink, sizeof(ids) / sizeof(SLInterfaceID), ids, req );
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if(result != SL_RESULT_SUCCESS)
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{
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UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER CreateAudioPlayer 0x%x"), result);
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return false;
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}
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bool bFailedSetup = false;
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// realize the player
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result = (*SL_PlayerObject)->Realize(SL_PlayerObject, SL_BOOLEAN_FALSE);
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Realize 0x%x"), result); return false; }
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// get the play interface
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result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_PLAY, &SL_PlayerPlayInterface);
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_PLAY 0x%x"), result); bFailedSetup |= true; }
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// volume
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result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_VOLUME, &SL_VolumeInterface);
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_VOLUME 0x%x"), result); bFailedSetup |= true; }
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// buffer system
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result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_BUFFERQUEUE, &SL_PlayerBufferQueue);
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_BUFFERQUEUE 0x%x"), result); bFailedSetup |= true; }
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return bFailedSetup == false;
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}
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void FSLESSoundSource::DestroyPlayer()
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{
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if( SL_PlayerObject )
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{
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// close it down...
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(*SL_PlayerObject)->Destroy(SL_PlayerObject);
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SL_PlayerObject = NULL;
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SL_PlayerPlayInterface = NULL;
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SL_PlayerBufferQueue = NULL;
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SL_VolumeInterface = NULL;
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}
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}
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bool FSLESSoundSource::EnqueuePCMBuffer( bool bLoop)
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{
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SLresult result;
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// If looping, register a callback to requeue the buffer
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if( bLoop )
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{
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result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, OpenSLBufferQueueCallback, (void*)this);
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER QUEUE RegisterCallback 0x%x "), result); return false; }
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}
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result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, SLESBuffer->AudioData, SLESBuffer->GetSize() );
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if (result != SL_RESULT_SUCCESS) {
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UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue 0x%x params( %p, %d)"), result, SLESBuffer->AudioData, int32(SLESBuffer->GetSize()));
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if (bLoop)
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{
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result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, NULL, NULL);
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}
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return false;
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}
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bStreamedSound = false;
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bHasLooped = false;
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bHasPositionUpdated = false;
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bBuffersToFlush = false;
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return true;
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}
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bool FSLESSoundSource::ReadMorePCMData(const int32 BufferIndex, EDataReadMode DataReadMode)
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{
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USoundWave* WaveData = WaveInstance->WaveData;
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if (WaveData && WaveData->bProcedural)
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{
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const int32 MaxSamples = BufferSize / sizeof(int16);
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if (DataReadMode == EDataReadMode::Synchronous || WaveData->bCanProcessAsync == false)
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{
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const int32 BytesWritten = WaveData->GeneratePCMData(AudioBuffers[BufferIndex].AudioData, MaxSamples);
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AudioBuffers[BufferIndex].AudioDataSize = BytesWritten;
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}
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else
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{
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RealtimeAsyncTask = new FAsyncRealtimeAudioTask(WaveData, AudioBuffers[BufferIndex].AudioData, MaxSamples);
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RealtimeAsyncTask->StartBackgroundTask();
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}
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// we're never actually "looping" here.
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return false;
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}
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else
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{
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if (DataReadMode == EDataReadMode::Synchronous)
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{
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return SLESBuffer->ReadCompressedData(AudioBuffers[BufferIndex].AudioData, WaveInstance->LoopingMode != LOOP_Never);
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}
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else
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{
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RealtimeAsyncTask = new FAsyncRealtimeAudioTask(SLESBuffer, AudioBuffers[BufferIndex].AudioData, WaveInstance->LoopingMode != LOOP_Never, DataReadMode == EDataReadMode::AsynchronousSkipFirstFrame);
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RealtimeAsyncTask->StartBackgroundTask();
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return false;
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}
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}
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}
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bool FSLESSoundSource::EnqueuePCMRTBuffer( bool bLoop )
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{
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if (AudioBuffers[0].AudioData || AudioBuffers[1].AudioData)
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{
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UE_LOG( LogAndroidAudio, Warning, TEXT("Enqueue PCMRT with buffers already allocated"));
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}
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FMemory::Memzero( AudioBuffers, sizeof( SLESAudioBuffer ) * 2 );
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// Set up double buffer area to decompress to
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BufferSize = SLESBuffer->GetRTBufferSize() * SLESBuffer->NumChannels;
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AudioBuffers[0].AudioData = (uint8*)FMemory::Malloc(BufferSize);
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AudioBuffers[0].AudioDataSize = BufferSize;
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AudioBuffers[1].AudioData = (uint8*)FMemory::Malloc(BufferSize);
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AudioBuffers[1].AudioDataSize = BufferSize;
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// Only use the cached data if we're starting from the beginning, otherwise we'll have to take a synchronous hit
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if (WaveInstance->WaveData && WaveInstance->WaveData->CachedRealtimeFirstBuffer && WaveInstance->StartTime == 0.f)
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{
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FMemory::Memcpy((uint8*)AudioBuffers[0].AudioData, WaveInstance->WaveData->CachedRealtimeFirstBuffer, BufferSize);
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ReadMorePCMData(1, EDataReadMode::AsynchronousSkipFirstFrame);
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}
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else
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{
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ReadMorePCMData(0, EDataReadMode::Synchronous);
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ReadMorePCMData(1, EDataReadMode::Asynchronous);
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}
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SLresult result;
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// callback is used to submit and decompress next buffer
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result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, OpenSLBufferQueueCallback, (void*)this);
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// queue one sound buffer, as that is all Android will accept
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if(result == SL_RESULT_SUCCESS)
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{
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result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, AudioBuffers[0].AudioData, AudioBuffers[0].AudioDataSize );
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue 0x%x params( %p, %d)"), result, SLESBuffer->AudioData, int32(SLESBuffer->GetSize())); return false; }
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bStreamedSound = true;
|
|
bHasLooped = false;
|
|
bBuffersToFlush = false;
|
|
bHasPositionUpdated = false;
|
|
BufferInUse = 1;
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Initializes a source with a given wave instance and prepares it for playback.
|
|
*
|
|
* @param WaveInstance wave instance being primed for playback
|
|
* @return TRUE if initialization was successful, FALSE otherwise
|
|
*/
|
|
bool FSLESSoundSource::Init( FWaveInstance* InWaveInstance )
|
|
{
|
|
FSoundSource::InitCommon();
|
|
|
|
// don't do anything if no volume! THIS APPEARS TO HAVE THE VOLUME IN TIME, CHECK HERE THOUGH IF ISSUES
|
|
if( InWaveInstance && ( InWaveInstance->Volume * InWaveInstance->VolumeMultiplier ) <= 0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (SLESBuffer && SLESBuffer->ResourceID == 0)
|
|
{
|
|
UE_LOG( LogAndroidAudio, Warning, TEXT(" InitSoundSouce with Buffer already allocated"));
|
|
delete SLESBuffer;
|
|
SLESBuffer = nullptr;
|
|
Buffer = nullptr;
|
|
}
|
|
|
|
if (SL_PlayerObject)
|
|
{
|
|
UE_LOG( LogAndroidAudio, Warning, TEXT(" InitSoundSouce with PlayerObject not NULL, possible leak"));
|
|
}
|
|
|
|
// Find matching buffer.
|
|
SLESBuffer = FSLESSoundBuffer::Init( (FSLESAudioDevice *)AudioDevice, InWaveInstance->WaveData );
|
|
Buffer = SLESBuffer;
|
|
|
|
if( SLESBuffer && InWaveInstance->WaveData->NumChannels <= 2 && InWaveInstance->WaveData->SampleRate <= 48000 )
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_AudioSourceInitTime );
|
|
|
|
bool bFailedSetup = false;
|
|
|
|
if (CreatePlayer())
|
|
{
|
|
WaveInstance = InWaveInstance;
|
|
|
|
if (WaveInstance->StartTime > 0.f)
|
|
{
|
|
SLESBuffer->Seek(WaveInstance->StartTime);
|
|
}
|
|
|
|
switch( SLESBuffer->Format)
|
|
{
|
|
case SoundFormat_PCM:
|
|
bFailedSetup |= !EnqueuePCMBuffer( InWaveInstance->LoopingMode != LOOP_Never );
|
|
break;
|
|
case SoundFormat_PCMRT:
|
|
case SoundFormat_Streaming:
|
|
bFailedSetup |= !EnqueuePCMRTBuffer( InWaveInstance->LoopingMode != LOOP_Never );
|
|
break;
|
|
default:
|
|
bFailedSetup = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bFailedSetup = true;
|
|
}
|
|
|
|
// clean up the madness if anything we need failed
|
|
if( bFailedSetup )
|
|
{
|
|
UE_LOG( LogAndroidAudio, Warning, TEXT(" Setup failed %s"), *InWaveInstance->WaveData->GetName());
|
|
DestroyPlayer();
|
|
return false;
|
|
}
|
|
|
|
Update();
|
|
|
|
// Initialization was successful.
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Failed to initialize source.
|
|
// These occurences appear to potentially lead to leaks
|
|
UE_LOG( LogAndroidAudio, Warning, TEXT("Init SoundSource failed on %s"), *InWaveInstance->WaveData->GetName());
|
|
UE_LOG( LogAndroidAudio, Warning, TEXT(" SampleRate %d"), InWaveInstance->WaveData->SampleRate);
|
|
UE_LOG( LogAndroidAudio, Warning, TEXT(" Channels %d"), InWaveInstance->WaveData->NumChannels);
|
|
|
|
if (SLESBuffer && SLESBuffer->ResourceID == 0)
|
|
{
|
|
delete SLESBuffer;
|
|
SLESBuffer = nullptr;
|
|
Buffer = nullptr;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
FSLESSoundSource::FSLESSoundSource( class FAudioDevice* InAudioDevice )
|
|
: FSoundSource( InAudioDevice ),
|
|
Device((FSLESAudioDevice *)InAudioDevice),
|
|
SLESBuffer( NULL ),
|
|
bStreamedSound(false),
|
|
bBuffersToFlush(false),
|
|
BufferSize(0),
|
|
BufferInUse(0),
|
|
VolumePreviousUpdate(-1.0f),
|
|
bHasLooped(false),
|
|
bHasPositionUpdated(false),
|
|
SL_PlayerObject(NULL),
|
|
SL_PlayerPlayInterface(NULL),
|
|
SL_PlayerBufferQueue(NULL),
|
|
SL_VolumeInterface(NULL),
|
|
RealtimeAsyncTask(NULL)
|
|
{
|
|
Buffer = NULL;
|
|
FMemory::Memzero( AudioBuffers, sizeof( AudioBuffers ) );
|
|
}
|
|
|
|
/**
|
|
* Clean up any hardware referenced by the sound source
|
|
*/
|
|
FSLESSoundSource::~FSLESSoundSource( void )
|
|
{
|
|
DestroyPlayer();
|
|
|
|
ReleaseResources();
|
|
}
|
|
|
|
void FSLESSoundSource::ReleaseResources()
|
|
{
|
|
if (RealtimeAsyncTask)
|
|
{
|
|
RealtimeAsyncTask->EnsureCompletion();
|
|
delete RealtimeAsyncTask;
|
|
RealtimeAsyncTask = nullptr;
|
|
}
|
|
|
|
FMemory::Free( AudioBuffers[0].AudioData);
|
|
FMemory::Free( AudioBuffers[1].AudioData);
|
|
|
|
FMemory::Memzero( AudioBuffers, sizeof( AudioBuffers ) );
|
|
|
|
if (SLESBuffer && SLESBuffer->ResourceID == 0)
|
|
{
|
|
delete SLESBuffer;
|
|
}
|
|
SLESBuffer = nullptr;
|
|
Buffer = nullptr;
|
|
}
|
|
|
|
/**
|
|
* Updates the source specific parameter like e.g. volume and pitch based on the associated
|
|
* wave instance.
|
|
*/
|
|
void FSLESSoundSource::Update( void )
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_AudioUpdateSources );
|
|
|
|
if( !WaveInstance || Paused )
|
|
{
|
|
return;
|
|
}
|
|
|
|
FSoundSource::UpdateCommon();
|
|
|
|
float Volume = WaveInstance->Volume * WaveInstance->VolumeMultiplier;
|
|
if (SetStereoBleed())
|
|
{
|
|
// Emulate the bleed to rear speakers followed by stereo fold down
|
|
Volume *= 1.25f;
|
|
}
|
|
Volume *= AudioDevice->GetPlatformAudioHeadroom();
|
|
Volume = FMath::Clamp(Volume, 0.0f, MAX_VOLUME);
|
|
|
|
Volume = FSoundSource::GetDebugVolume(Volume);
|
|
|
|
// Set whether to apply reverb
|
|
SetReverbApplied(true);
|
|
|
|
SetFilterFrequency();
|
|
|
|
// Avoid doing the log calculation each update by only doing it if the volume changed
|
|
if (Volume != VolumePreviousUpdate)
|
|
{
|
|
VolumePreviousUpdate = Volume;
|
|
static const int64 MinVolumeMillibel = -12000;
|
|
if (Volume > 0.0f)
|
|
{
|
|
// Convert volume to millibels.
|
|
SLmillibel MaxMillibel = 0;
|
|
(*SL_VolumeInterface)->GetMaxVolumeLevel(SL_VolumeInterface, &MaxMillibel);
|
|
SLmillibel VolumeMillibel = (SLmillibel)FMath::Clamp<int64>((int64)(2000.0f * log10f(Volume)), MinVolumeMillibel, (int64)MaxMillibel);
|
|
SLresult result = (*SL_VolumeInterface)->SetVolumeLevel(SL_VolumeInterface, VolumeMillibel);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
}
|
|
else
|
|
{
|
|
SLresult result = (*SL_VolumeInterface)->SetVolumeLevel(SL_VolumeInterface, MinVolumeMillibel);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Plays the current wave instance.
|
|
*/
|
|
void FSLESSoundSource::Play( void )
|
|
{
|
|
if( WaveInstance )
|
|
{
|
|
// Reset the previous volume on play so it can be set at least once in the update function
|
|
VolumePreviousUpdate = -1.0f;
|
|
|
|
// Update volume now before starting play
|
|
Paused = false;
|
|
Update();
|
|
|
|
// set the player's state to playing
|
|
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_PLAYING);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
|
|
Playing = true;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Stops the current wave instance and detaches it from the source.
|
|
*/
|
|
void FSLESSoundSource::Stop( void )
|
|
{
|
|
if( WaveInstance )
|
|
{
|
|
// set the player's state to stopped
|
|
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_STOPPED);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
|
|
// Unregister looping callback
|
|
if( WaveInstance->LoopingMode != LOOP_Never )
|
|
{
|
|
result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, NULL, NULL);
|
|
}
|
|
|
|
DestroyPlayer();
|
|
ReleaseResources();
|
|
|
|
Paused = false;
|
|
Playing = false;
|
|
SLESBuffer = nullptr;
|
|
Buffer = nullptr;
|
|
}
|
|
|
|
FSoundSource::Stop();
|
|
}
|
|
|
|
/**
|
|
* Pauses playback of current wave instance.
|
|
*/
|
|
void FSLESSoundSource::Pause( void )
|
|
{
|
|
if( WaveInstance )
|
|
{
|
|
Paused = true;
|
|
|
|
// set the player's state to paused
|
|
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_PAUSED);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns TRUE if the source has finished playing
|
|
*/
|
|
bool FSLESSoundSource::IsSourceFinished( void )
|
|
{
|
|
SLuint32 PlayState;
|
|
|
|
// set the player's state to playing
|
|
SLresult result = (*SL_PlayerPlayInterface)->GetPlayState(SL_PlayerPlayInterface, &PlayState);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
|
|
if( PlayState == SL_PLAYSTATE_STOPPED )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (WaveInstance && WaveInstance->LoopingMode == LOOP_Never)
|
|
{
|
|
// if it wasn't that simple, see if we're at the end position
|
|
SLmillisecond PositionMs;
|
|
SLmillisecond DurationMs;
|
|
|
|
result = (*SL_PlayerPlayInterface)->GetPosition(SL_PlayerPlayInterface, &PositionMs);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
|
|
result = (*SL_PlayerPlayInterface)->GetDuration(SL_PlayerPlayInterface, &DurationMs);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
|
|
// on some android devices, the value for GetPosition wraps back to 0 when the playback is done, however it's very possible
|
|
// for us to try to check for IsSourceFinished when the Position is genuinely "0". Therefore, we'll flip bHasPositionUpdated once
|
|
// we've actually started the sound to denote a wrap-back 0 position versus a real 0 position
|
|
if ((DurationMs != SL_TIME_UNKNOWN && PositionMs == DurationMs) || (PositionMs == 0 && bHasPositionUpdated))
|
|
{
|
|
return true;
|
|
}
|
|
else if (!bHasPositionUpdated && PositionMs > 0)
|
|
{
|
|
bHasPositionUpdated = true;
|
|
}
|
|
}
|
|
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Queries the status of the currently associated wave instance.
|
|
*
|
|
* @return TRUE if the wave instance/ source has finished playback and FALSE if it is
|
|
* currently playing or paused.
|
|
*/
|
|
bool FSLESSoundSource::IsFinished( void )
|
|
{
|
|
if( WaveInstance )
|
|
{
|
|
// Check for a non starved, stopped source
|
|
if( IsSourceFinished() )
|
|
{
|
|
// Notify the wave instance that it has finished playing
|
|
WaveInstance->NotifyFinished();
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (bHasLooped)
|
|
{
|
|
switch (WaveInstance->LoopingMode)
|
|
{
|
|
case LOOP_Forever:
|
|
bHasLooped = false;
|
|
break;
|
|
|
|
case LOOP_Never:
|
|
bBuffersToFlush = true;
|
|
break;
|
|
|
|
case LOOP_WithNotification:
|
|
bHasLooped = false;
|
|
// Notify the wave instance that it has finished playing.
|
|
WaveInstance->NotifyFinished();
|
|
break;
|
|
};
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|