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- Leverage AssetRegistry/Manager to only load data on MetaSounds required to register (disabled until frontend registry supports this) - Drag-And-Drop assets on MetaSound Graph - Move ConvertToPreset to toolbar (WIP, still need to properly hide when clicked instead of closing editor blindly, has issue with refresh) #rb phil.popp #preflight 60c9a0a83e1b3c0001335ee7 #ROBOMERGE-SOURCE: CL 16689213 via CL 16689237 #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529) [CL 16689251 by rob gay in ue5-release-engine-test branch]
164 lines
4.1 KiB
C++
164 lines
4.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Metasound.h"
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#include "AssetRegistryModule.h"
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#include "CoreMinimal.h"
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#include "Internationalization/Text.h"
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#include "MetasoundAssetBase.h"
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#include "MetasoundAudioFormats.h"
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#include "MetasoundEngineEnvironment.h"
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#include "MetasoundFrontendController.h"
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#include "MetasoundFrontendQuery.h"
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#include "MetasoundFrontendQuerySteps.h"
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#include "MetasoundFrontendSearchEngine.h"
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#include "MetasoundGenerator.h"
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#include "MetasoundInstanceTransmitter.h"
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#include "MetasoundLog.h"
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#include "MetasoundOperatorSettings.h"
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#include "MetasoundPrimitives.h"
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#include "MetasoundReceiveNode.h"
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#include "MetasoundTrigger.h"
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#include "MetasoundEnvironment.h"
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#include "UObject/ObjectSaveContext.h"
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#if WITH_EDITORONLY_DATA
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#include "EdGraph/EdGraph.h"
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#endif // WITH_EDITORONLY_DATA
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#define LOCTEXT_NAMESPACE "MetaSound"
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UMetaSound::UMetaSound(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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, FMetasoundAssetBase()
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{
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}
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#if WITH_EDITOR
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void UMetaSound::PreSave(FObjectPreSaveContext SaveContext)
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{
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Super::PreSave(SaveContext);
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// TODO: Enable Composition
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// RegisterGraphWithFrontend();
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}
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void UMetaSound::PostEditUndo()
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{
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Super::PostEditUndo();
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if (Graph)
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{
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Graph->Synchronize();
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}
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}
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void UMetaSound::PostEditChangeProperty(FPropertyChangedEvent& InEvent)
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{
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Super::PostEditChangeProperty(InEvent);
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Metasound::PostEditChangeProperty(*this, InEvent);
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}
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#endif // WITHEDITOR
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#if WITH_EDITORONLY_DATA
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UEdGraph* UMetaSound::GetGraph()
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{
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return Graph;
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}
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const UEdGraph* UMetaSound::GetGraph() const
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{
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return Graph;
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}
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UEdGraph& UMetaSound::GetGraphChecked()
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{
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check(Graph);
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return *Graph;
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}
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const UEdGraph& UMetaSound::GetGraphChecked() const
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{
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check(Graph);
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return *Graph;
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}
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FText UMetaSound::GetDisplayName() const
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{
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FString TypeName = UMetaSound::StaticClass()->GetName();
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return FMetasoundAssetBase::GetDisplayName(MoveTemp(TypeName));
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}
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void UMetaSound::SetRegistryAssetClassInfo(const Metasound::Frontend::FNodeClassInfo& InNodeInfo)
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{
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Metasound::SetMetaSoundRegistryAssetClassInfo(*this, InNodeInfo);
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}
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#endif // WITH_EDITORONLY_DATA
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Metasound::Frontend::FNodeClassInfo UMetaSound::GetAssetClassInfo() const
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{
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return { GetDocumentChecked().RootGraph, *GetPathName() };
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}
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const FMetasoundFrontendArchetype& UMetaSound::GetArchetype() const
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{
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return GetBaseArchetype();
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}
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Metasound::FOperatorSettings UMetaSound::GetOperatorSettings(Metasound::FSampleRate InSampleRate) const
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{
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const float BlockRate = FMath::Clamp(Metasound::ConsoleVariables::BlockRate, 1.0f, 1000.0f);
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return Metasound::FOperatorSettings(InSampleRate, BlockRate);
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}
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Metasound::FSendAddress UMetaSound::CreateSendAddress(uint64 InInstanceID, const FString& InVertexName, const FName& InDataTypeName) const
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{
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using namespace Metasound;
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FSendAddress Address;
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Address.Subsystem = GetSubsystemNameForSendScope(ETransmissionScope::Global);
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Address.ChannelName = FName(FString::Printf(TEXT("%d:%s:%s"), InInstanceID, *InVertexName, *InDataTypeName.ToString()));
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return Address;
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}
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const TArray<FMetasoundFrontendArchetype>& UMetaSound::GetPreferredArchetypes() const
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{
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static const TArray<FMetasoundFrontendArchetype> Preferred
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{
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GetBaseArchetype()
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};
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return Preferred;
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}
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const FString& UMetaSound::GetAudioDeviceHandleVariableName()
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{
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static const FString AudioDeviceHandleVarName = TEXT("AudioDeviceHandle");
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return AudioDeviceHandleVarName;
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}
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const FMetasoundFrontendArchetype& UMetaSound::GetBaseArchetype()
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{
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auto CreateBaseArchetype = []() -> FMetasoundFrontendArchetype
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{
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FMetasoundFrontendArchetype Archetype;
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FMetasoundFrontendEnvironmentVariable AudioDeviceHandle;
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AudioDeviceHandle.Name = GetAudioDeviceHandleVariableName();
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AudioDeviceHandle.Metadata.DisplayName = FText::FromString(AudioDeviceHandle.Name);
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AudioDeviceHandle.Metadata.Description = LOCTEXT("AudioDeviceHandleToolTip", "Audio device handle");
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Archetype.Interface.Environment.Add(AudioDeviceHandle);
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return Archetype;
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};
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static const FMetasoundFrontendArchetype BaseArchetype = CreateBaseArchetype();
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return BaseArchetype;
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}
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#undef LOCTEXT_NAMESPACE // MetaSound
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