Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Public/MetasoundSource.h
rob gay 7fe604fb2e UX Scaffolding for MetaSound Composition/Presets Part 2
- 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]
2021-06-16 11:21:13 -04:00

179 lines
5.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "EdGraph/EdGraph.h"
#include "Metasound.h"
#include "MetasoundAssetBase.h"
#include "MetasoundFrontend.h"
#include "MetasoundFrontendDocument.h"
#include "MetasoundInstanceTransmitter.h"
#include "MetasoundOperatorSettings.h"
#include "MetasoundRouter.h"
#include "Sound/SoundWaveProcedural.h"
#include "UObject/MetaData.h"
#include "MetasoundSource.generated.h"
/** Declares the output audio format of the UMetaSoundSource */
UENUM()
enum class EMetasoundSourceAudioFormat : uint8
{
// Mono audio output
Mono,
// Stereo audio output
Stereo,
COUNT UMETA(Hidden)
};
/**
* This Metasound type can be played as an audio source.
*/
UCLASS(hidecategories = object, BlueprintType)
class METASOUNDENGINE_API UMetaSoundSource : public USoundWaveProcedural, public FMetasoundAssetBase
{
GENERATED_BODY()
protected:
UPROPERTY(EditAnywhere, Category = CustomView)
FMetasoundFrontendDocument RootMetasoundDocument;
#if WITH_EDITORONLY_DATA
UPROPERTY()
UMetasoundEditorGraphBase* Graph;
#endif // WITH_EDITORONLY_DATA
public:
UMetaSoundSource(const FObjectInitializer& ObjectInitializer);
// The output audio format of the metasound source.
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Metasound)
EMetasoundSourceAudioFormat OutputFormat;
UPROPERTY(AssetRegistrySearchable)
FGuid AssetClassID;
#if WITH_EDITORONLY_DATA
UPROPERTY(AssetRegistrySearchable)
FString RegistryInputTypes;
UPROPERTY(AssetRegistrySearchable)
FString RegistryOutputTypes;
UPROPERTY(AssetRegistrySearchable)
int32 RegistryVersionMajor = 0;
UPROPERTY(AssetRegistrySearchable)
int32 RegistryVersionMinor = 0;
// Sets Asset Registry Metadata associated with this MetaSoundSource
virtual void SetRegistryAssetClassInfo(const Metasound::Frontend::FNodeClassInfo& InNodeInfo) override;
// Returns document name (for editor purposes, and avoids making document public for edit
// while allowing editor to reference directly)
static FName GetDocumentPropertyName()
{
return GET_MEMBER_NAME_CHECKED(UMetaSoundSource, RootMetasoundDocument);
}
// Name to display in editors
virtual FText GetDisplayName() const override;
// Returns the graph associated with this Metasound. Graph is required to be referenced on
// Metasound UObject for editor serialization purposes.
// @return Editor graph associated with UMetaSoundSource.
virtual UEdGraph* GetGraph() override;
virtual const UEdGraph* GetGraph() const override;
virtual UEdGraph& GetGraphChecked() override;
virtual const UEdGraph& GetGraphChecked() const override;
// Sets the graph associated with this Metasound. Graph is required to be referenced on
// Metasound UObject for editor serialization purposes.
// @param Editor graph associated with UMetaSoundSource.
virtual void SetGraph(UEdGraph* InGraph) override
{
Graph = CastChecked<UMetasoundEditorGraphBase>(InGraph);
}
#endif // #if WITH_EDITORONLY_DATA
#if WITH_EDITOR
virtual void PreSave(FObjectPreSaveContext SaveContext) override;
virtual void PostEditUndo() override;
virtual bool GetRedrawThumbnail() const override
{
return false;
}
virtual void SetRedrawThumbnail(bool bInRedraw) override
{
}
virtual bool CanVisualizeAsset() const override
{
return false;
}
virtual void PostEditChangeProperty(FPropertyChangedEvent& InEvent) override;
#endif // WITH_EDITOR
// Returns Asset Metadata associated with this MetaSoundSource
virtual Metasound::Frontend::FNodeClassInfo GetAssetClassInfo() const override;
virtual const FMetasoundFrontendArchetype& GetArchetype() const override;
UObject* GetOwningAsset() override
{
return this;
}
const UObject* GetOwningAsset() const override
{
return this;
}
virtual bool IsPlayable() const override;
virtual bool SupportsSubtitles() const override;
virtual float GetDuration() override;
virtual ISoundGeneratorPtr CreateSoundGenerator(const FSoundGeneratorInitParams& InParams) override;
virtual TUniquePtr<IAudioInstanceTransmitter> CreateInstanceTransmitter(const FAudioInstanceTransmitterInitParams& InParams) const override;
// Get the most up to date archetype for metasound sources.
const TArray<FMetasoundFrontendArchetype>& GetPreferredArchetypes() const override;
static const FMetasoundFrontendArchetype& GetBaseArchetype();
static const FMetasoundFrontendArchetype& GetMonoSourceArchetype();
static const FMetasoundFrontendArchetype& GetStereoSourceArchetype();
protected:
Metasound::Frontend::FDocumentAccessPtr GetDocument() override
{
using namespace Metasound::Frontend;
// Return document using FAccessPoint to inform the TAccessPtr when the
// object is no longer valid.
return MakeAccessPtr<FDocumentAccessPtr>(RootMetasoundDocument.AccessPoint, RootMetasoundDocument);
}
Metasound::Frontend::FConstDocumentAccessPtr GetDocument() const override
{
using namespace Metasound::Frontend;
// Return document using FAccessPoint to inform the TAccessPtr when the
// object is no longer valid.
return MakeAccessPtr<FConstDocumentAccessPtr>(RootMetasoundDocument.AccessPoint, RootMetasoundDocument);
}
private:
Metasound::FOperatorSettings GetOperatorSettings(Metasound::FSampleRate InSampleRate) const;
static const FString& GetOnPlayInputName();
static const FString& GetAudioOutputName();
static const FString& GetIsFinishedOutputName();
static const FString& GetAudioDeviceHandleVariableName();
static const FString& GetSoundUniqueIdName();
static const FString& GetIsPreviewSoundName();
};