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