Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundWave.cpp
phil popp 7f76e47a04 Fix Metasound pop when looping audio
#jira UE-112985
#lockdown Nick.Whiting
#rb Maxwell.Hayes
#preflight 606f364c812f1500016c558a

#ROBOMERGE-SOURCE: CL 15957930 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v787-15839533)

[CL 15975821 by phil popp in ue5-main branch]
2021-04-12 03:49:32 -04:00

239 lines
8.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundWave.h"
#include "AudioDevice.h"
#include "AudioDeviceManager.h"
#include "ContentStreaming.h"
#include "DecoderInputFactory.h"
#include "DSP/ParamInterpolator.h"
#include "IAudioCodec.h"
#include "IAudioCodecRegistry.h"
#include "MetasoundPrimitives.h"
#include "Sound/SoundWave.h"
namespace Metasound
{
FWaveAsset::FWaveAsset(const TUniquePtr<Audio::IProxyData>& InInitData)
{
if (InInitData.IsValid())
{
if (InInitData->CheckTypeCast<FSoundWaveProxy>())
{
// should we be getting handed a SharedPtr here?
SoundWaveProxy = MakeShared<FSoundWaveProxy, ESPMode::ThreadSafe>(InInitData->GetAs<FSoundWaveProxy>());
if (SoundWaveProxy.IsValid())
{
// TODO HACK: Prime the sound for playback.
//
// Preferably playback latency would be controlled externally.
// With the current decoder and waveplayer implementation, the
// wave player does not know whether samples were actually decoded
// or if the decoder is still waiting on the stream cache. Generally
// this is not an issue except for looping. Looping requires counting
// of decoded samples to get exact loop points. When the decoder
// returns zeroed audio (because the stream cache has not loaded
// the requested chunk) the sample counting gets off. Currently
// there is not route to expose that information to the wave
// player to correct the sample counting logic.
//
// In hopes of mitigating the issue, the stream cache
// is primed here in the hopes that the chunk is ready by the
// time that the decoder attempts to decode audio.
IStreamingManager::Get().GetAudioStreamingManager().RequestChunk(SoundWaveProxy, 1, [](EAudioChunkLoadResult) {});
}
}
}
}
bool FWaveAsset::IsSoundWaveValid() const
{
return SoundWaveProxy.IsValid();
}
}
namespace Audio
{
bool FSimpleDecoderWrapper::Initialize(const InitParams& InInitParams, const FSoundWaveProxyPtr& InWave, bool bRetainExistingSamples)
{
// validate data
if (!ensure(InWave.IsValid()) || !InWave->IsStreaming())
{
ensureAlwaysMsgf(InWave->IsStreaming(), TEXT("Metasounds does not support Force Inline (sound must be streaming)"));
Input.Reset();
Output.Reset();
Decoder.Reset();
bDecoderIsDone = false;
bIsSeekable = InWave->IsSeekableStreaming();
return false;
}
// initialize input/output data
InputSampleRate = InWave->GetSampleRate();
OutputSampleRate = InInitParams.OutputSampleRate;
FsOutToInRatio = (OutputSampleRate / InputSampleRate);
MaxPitchShiftRatio = FMath::Pow(2.0f, InInitParams.MaxPitchShiftMagnitudeAllowedInOctaves);
MaxPitchShiftCents = InInitParams.MaxPitchShiftMagnitudeAllowedInOctaves * 1200.0f;
StartTimeSeconds = InInitParams.StartTimeSeconds;
NumChannels = InWave->GetNumChannels();
NumFrames = InWave->GetNumFrames();
DecodeBlockSizeInFrames = 64;
DecodeBlockSizeInSamples = DecodeBlockSizeInFrames * NumChannels;
// set Circular Buffer capacity
int32 Capacity = FMath::Max(1, static_cast<int32>(InInitParams.OutputBlockSizeInFrames * NumChannels * (1.0f + FsOutToInRatio * MaxPitchShiftRatio) * 2));
OutputCircularBuffer.Reserve(Capacity, bRetainExistingSamples);
TotalNumFramesOutput = 0;
TotalNumFramesDecoded = 0;
// try to initialize decoders
bool bSuccessful = InitializeDecodersInternal(InWave);
bDecoderIsDone = !bSuccessful;
// initialize SRC object (will be re-initialized for pitch shifting)
Resampler.Init(Audio::EResamplingMethod::Linear, FsOutToInRatio, NumChannels);
PitchShifter.Reset(NumChannels, InInitParams.InitialPitchShiftSemitones);
return bSuccessful;
}
uint32 FSimpleDecoderWrapper::GenerateAudio(float* OutputDest, int32 NumOutputFrames, int32& OutNumFramesConsumed, float PitchShiftInCents, bool bIsLooping)
{
const uint32 NumOutputSamples = NumOutputFrames * NumChannels;
OutNumFramesConsumed = 0;
if (OutputCircularBuffer.Num() < NumOutputSamples)
{
// (multiply by two just to be sure we can handle SRC output size)
const int32 MaxNumResamplerOutputFramesPerBlock = FMath::CeilToInt(FsOutToInRatio * DecodeBlockSizeInFrames) * 2;
const int32 MaxNumResamplerOutputSamplesPerBlock = MaxNumResamplerOutputFramesPerBlock * NumChannels;
PreSrcBuffer.Reset(DecodeBlockSizeInSamples);
PreSrcBuffer.AddUninitialized(DecodeBlockSizeInSamples);
PostSrcBuffer.Reset(MaxNumResamplerOutputSamplesPerBlock);
PostSrcBuffer.AddUninitialized(MaxNumResamplerOutputSamplesPerBlock);
Resampler.SetSampleRateRatio(FsOutToInRatio);
PitchShifter.UpdatePitchShift(FMath::Clamp(PitchShiftInCents, -MaxPitchShiftCents, MaxPitchShiftCents) / 100.0f);
// perform SRC and push to circular buffer until we have enough frames for the output
while (Decoder && !(bDecoderIsDone || bDecoderHasLooped) && (OutputCircularBuffer.Num() < NumOutputSamples))
{
// get more audio from the decoder
Audio::IDecoderOutput::FPushedAudioDetails Details;
const Audio::IDecoder::EDecodeResult DecodeResult = Decoder->Decode(bIsLooping);
const int32 NumFramesDecoded = Output->PopAudio(PreSrcBuffer, Details) / NumChannels;
OutNumFramesConsumed += NumFramesDecoded;
int32 NumResamplerOutputFrames = 0;
int32 Error = Resampler.ProcessAudio(PreSrcBuffer.GetData(), NumFramesDecoded, bDecoderIsDone, PostSrcBuffer.GetData(), MaxNumResamplerOutputFramesPerBlock, NumResamplerOutputFrames);
ensure(Error == 0);
bDecoderIsDone = DecodeResult == Audio::IDecoder::EDecodeResult::Finished;
bDecoderHasLooped = DecodeResult == Audio::IDecoder::EDecodeResult::Looped;
if (!PostSrcBuffer.Num() || !NumResamplerOutputFrames)
{
continue;
}
int32 OutputFrames = FMath::Min((int32)PostSrcBuffer.Num(), (int32)(NumResamplerOutputFrames * NumChannels));
// perform linear pitch shift into OutputCircularBuffer
if (NumResamplerOutputFrames > 0)
{
const TArrayView<float> BufferToPitchShift(PostSrcBuffer.GetData(), NumResamplerOutputFrames * NumChannels);
PitchShifter.ProcessAudio(BufferToPitchShift, OutputCircularBuffer);
}
}
}
if (OutputCircularBuffer.Num() >= NumOutputSamples)
{
OutputCircularBuffer.Pop(OutputDest, NumOutputSamples);
}
else if (ensure(bDecoderHasLooped || bDecoderIsDone))
{
bDecoderHasLooped = false;
const int32 NumSamplesToPop = OutputCircularBuffer.Num();
const int32 NumSamplesRemaining = NumOutputSamples - NumSamplesToPop;
OutputCircularBuffer.Pop(OutputDest, OutputCircularBuffer.Num());
FMemory::Memzero(&OutputDest[NumSamplesToPop], sizeof(float) * NumSamplesRemaining);
return NumSamplesToPop;
}
else
{
ensureMsgf(false, TEXT("Something went wrong with decoding."));
bDecoderIsDone = true;
return 0;
}
return NumOutputSamples; // update once we are aware of partial decode on last buffer
}
/*
void FSimpleDecoderWrapper::SeekToTime(const float InSeconds)
{
if (Input.IsValid() && bIsSeekable)
{
Input->SeekToTime(InSeconds);
}
if (!bIsSeekable)
{
ensureMsgf(false, TEXT("Attempting to seek on a sound wave that is not set to Seekable"));
}
}
*/
bool FSimpleDecoderWrapper::InitializeDecodersInternal(const FSoundWaveProxyPtr& Wave)
{
if (!ensure(Wave.IsValid()))
{
return false;
}
// Input:
FName OldFormat = Wave->GetRuntimeFormat();
Input = MakeShareable(Audio::CreateBackCompatDecoderInput(OldFormat, Wave).Release());
Input->SeekToTime(StartTimeSeconds);
if (!Input)
{
return false;
}
// acquire codec:
ICodecRegistry::FCodecPtr Codec = ICodecRegistry::Get().FindCodecByParsingInput(Input.Get());
if (!Codec)
{
return false;
}
// specify requirements
IDecoderOutput::FRequirements Reqs
{
Float32_Interleaved,
static_cast<int32>(DecodeBlockSizeInFrames),
static_cast<int32>(OutputSampleRate)
};
// Output:
Output = IDecoderOutput::Create(Reqs);
// Decoder:
Decoder = Codec->CreateDecoder(Input.Get(), Output.Get());
// return true if all the components were successfully create
return Input.IsValid() && Output.IsValid() && Decoder.IsValid();
}
} // namespace Audio