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356 lines
9.9 KiB
C++
356 lines
9.9 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#pragma once
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/*------------------------------------------------------------------------------------
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Dependencies, helpers & forward declarations.
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------------------------------------------------------------------------------------*/
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class FSLESAudioDevice;
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#include "CoreMinimal.h"
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#include "AudioDecompress.h"
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#include "AudioEffect.h"
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#include "AudioDevice.h"
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#include "Stats/Stats.h"
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#include <SLES/OpenSLES.h>
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#include "SLES/OpenSLES_Android.h"
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DECLARE_LOG_CATEGORY_EXTERN(LogAndroidAudio,Log,VeryVerbose);
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DECLARE_CYCLE_STAT_EXTERN(TEXT("Android Player Create"), STAT_AudioAndroidSourcePlayerCreateTime, STATGROUP_Audio, ENGINE_API);
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DECLARE_CYCLE_STAT_EXTERN(TEXT("Android Player Realize"), STAT_AudioAndroidSourcePlayerRealize, STATGROUP_Audio, ENGINE_API);
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enum ESoundFormat
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{
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SoundFormat_Invalid,
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SoundFormat_PCM,
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SoundFormat_PCMRT,
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SoundFormat_Streaming
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};
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struct SLESAudioBuffer
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{
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uint8 *AudioData;
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int32 AudioDataSize;
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int32 ReadCursor;
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};
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/**
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* OpenSLES implementation of FSoundBuffer, containing the wave data and format information.
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*/
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class FSLESSoundBuffer : public FSoundBuffer
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{
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public:
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/**
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* Constructor
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*
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* @param AudioDevice audio device this sound buffer is going to be attached to.
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*/
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FSLESSoundBuffer( FSLESAudioDevice* AudioDevice );
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/**
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* Destructor
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*
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* Frees wave data and detaches itself from audio device.
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*/
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~FSLESSoundBuffer( void );
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/**
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* Static function used to create a buffer and dynamically upload decompressed ogg vorbis data to.
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*
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* @param InWave USoundWave to use as template and wave source
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* @param AudioDevice audio device to attach created buffer to
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* @return FSLESSoundBuffer pointer if buffer creation succeeded, NULL otherwise
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*/
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static FSLESSoundBuffer* CreateQueuedBuffer( FSLESAudioDevice* AudioDevice, USoundWave* Wave );
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/**
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* Static function used to create a buffer and stream data directly off disk as needed
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*
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* @param InWave USoundWave to use as template and wave source
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* @param AudioDevice audio device to attach created buffer to
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* @return FSLESSoundBuffer pointer if buffer creation succeeded, NULL otherwise
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*/
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static FSLESSoundBuffer* CreateStreamBuffer( FSLESAudioDevice* AudioDevice, USoundWave* Wave );
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/**
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* Static function used to create an Audio buffer and upload decompressed ogg vorbis data to.
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*
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* @param Wave USoundWave to use as template and wave source
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* @param AudioDevice audio device to attach created buffer to
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* @return FSLESSoundBuffer pointer if buffer creation succeeded, NULL otherwise
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*/
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static FSLESSoundBuffer* CreateNativeBuffer( FSLESAudioDevice* AudioDevice, USoundWave* Wave );
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/**
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* Static function used to create an Audio buffer and dynamically upload procedural data to.
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*
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* @param InWave USoundWave to use as template and wave source
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* @param AudioDevice audio device to attach created buffer to
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* @return FSLESSoundBuffer pointer if buffer creation succeeded, NULL otherwise
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*/
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static FSLESSoundBuffer* CreateProceduralBuffer(FSLESAudioDevice* AudioDevice, USoundWave* Wave);
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/**
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* Static function used to create a buffer.
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*
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* @param InWave USoundWave to use as template and wave source
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* @param AudioDevice Audio device to attach created buffer to
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* @return FSLESSoundBuffer pointer if buffer creation succeeded, NULL otherwise
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*/
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static FSLESSoundBuffer* Init( FSLESAudioDevice* ,USoundWave* );
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/**
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* Decompresses a chunk of compressed audio to the destination memory
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*
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* @param Destination Memory to decompress to
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* @param bLooping Whether to loop the sound seamlessly, or pad with zeroes
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* @return Whether the sound looped or not
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*/
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virtual bool ReadCompressedData(uint8* Destination, int32 NumFramesToDecode, bool bLooping) override;
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/**
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* Sets the point in time within the buffer to the specified time
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* If the time specified is beyond the end of the sound, it will be set to the end
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*
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* @param SeekTime Time in seconds from the beginning of sound to seek to
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*/
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void Seek(const float SeekTime);
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/**
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* Returns the size of this buffer in bytes.
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*
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* @return Size in bytes
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*/
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int GetSize( void )
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{
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return( BufferSize );
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}
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// These are used by the streaming engine to manage loading/unloading of chunks
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virtual int32 GetCurrentChunkIndex() const override;
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virtual int32 GetCurrentChunkOffset() const override;
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/**
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* Returns the size for a real time/streaming buffer based on decompressor
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*/
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int GetRTBufferSize(void);
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/** Audio device this buffer is attached to */
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FSLESAudioDevice* AudioDevice;
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/** Data */
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uint8* AudioData;
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/** Number of bytes stored in OpenAL, or the size of the ogg vorbis data */
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int BufferSize;
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/** Sample rate of the ogg vorbis data - typically 44100 or 22050 */
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int SampleRate;
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/** Wrapper to handle the decompression of audio codecs */
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class ICompressedAudioInfo* DecompressionState;
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/** Format of data to be received by the source */
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ESoundFormat Format;
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};
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typedef FAsyncTask<FAsyncRealtimeAudioTaskWorker<FSLESSoundBuffer>> FAsyncRealtimeAudioTask;
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/**
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* OpenSLES implementation of FSoundSource, the interface used to play, stop and update sources
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*/
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class FSLESSoundSource : public FSoundSource
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{
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public:
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/**
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* Constructor
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*
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* @param InAudioDevice audio device this source is attached to
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*/
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FSLESSoundSource( class FAudioDevice* InAudioDevice );
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/**
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* Destructor
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*/
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~FSLESSoundSource( void );
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/**
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* Initializes a source with a given wave instance and prepares it for playback.
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*
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* @param WaveInstance wave instance being primed for playback
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* @return TRUE if initialization was successful, FALSE otherwise
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*/
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virtual bool Init( FWaveInstance* WaveInstance );
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/**
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* Updates the source specific parameter like e.g. volume and pitch based on the associated
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* wave instance.
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*/
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virtual void Update( void );
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/**
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* Plays the current wave instance.
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*/
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virtual void Play( void );
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/**
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* Stops the current wave instance and detaches it from the source.
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*/
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virtual void Stop( void );
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/**
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* Pauses playback of current wave instance.
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*/
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virtual void Pause( void );
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/**
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* Queries the status of the currently associated wave instance.
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*
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* @return TRUE if the wave instance/ source has finished playback and FALSE if it is
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* currently playing or paused.
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*/
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virtual bool IsFinished( void );
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/**
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* Returns TRUE if source has finished playing
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*/
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bool IsSourceFinished( void );
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/**
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* Used to requeue a looping sound when the completion callback fires.
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*
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*/
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void OnRequeueBufferCallback( SLAndroidSimpleBufferQueueItf InQueueInterface );
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protected:
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enum class EDataReadMode : uint8
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{
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Synchronous,
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Asynchronous,
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AsynchronousSkipFirstFrame
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};
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friend class FSLESAudioDevice;
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// Do not shadow the Buffer member variable defined in the parent class
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FSLESSoundBuffer* SLESBuffer;
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FSLESAudioDevice* Device;
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// OpenSL interface objects
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SLObjectItf SL_PlayerObject;
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SLPlayItf SL_PlayerPlayInterface;
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SLAndroidSimpleBufferQueueItf SL_PlayerBufferQueue;
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SLVolumeItf SL_VolumeInterface;
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FAsyncRealtimeAudioTask* RealtimeAsyncTask;
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/** Which sound buffer should be written to next - used for double buffering. */
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bool bStreamedSound;
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/** A pair of sound buffers for real-time decoding */
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SLESAudioBuffer AudioBuffers[2];
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/** Set when we wish to let the buffers play themselves out */
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bool bBuffersToFlush;
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uint32 BufferSize;
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int32 BufferInUse;
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float VolumePreviousUpdate;
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bool bHasLooped;
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/** Lets us know if calls to SL_PlayerPlayInterface->GetPosition have progressed past 0 at some point so we can determine when a non-looping sound has finished */
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bool bHasPositionUpdated;
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bool CreatePlayer();
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void DestroyPlayer();
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void ReleaseResources();
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bool EnqueuePCMBuffer( bool bLoop);
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bool EnqueuePCMRTBuffer( bool bLoop);
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/** Decompress through FSLESSoundBuffer, or call USoundWave procedure to generate more PCM data. Returns true/false: did audio loop? */
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bool ReadMorePCMData( const int32 BufferIndex, EDataReadMode DataReadMode );
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};
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/**
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* OpenSLES implementation of an Unreal audio device.
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*/
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class FSLESAudioDevice : public FAudioDevice
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{
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public:
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FSLESAudioDevice() {}
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virtual ~FSLESAudioDevice() {}
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virtual FName GetRuntimeFormat(USoundWave* SoundWave) override
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{
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#if WITH_OGGVORBIS
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static FName NAME_OGG(TEXT("OGG")); //@todo android: probably not ogg
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if (SoundWave->HasCompressedData(NAME_OGG))
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{
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return NAME_OGG;
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}
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#endif
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static FName NAME_ADPCM(TEXT("ADPCM"));
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if (SoundWave->HasCompressedData(NAME_ADPCM))
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{
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return NAME_ADPCM;
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}
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#if WITH_OGGVORBIS
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return NAME_OGG;
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#else
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return NAME_ADPCM;
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#endif
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}
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virtual bool HasCompressedAudioInfoClass(USoundWave* SoundWave) override;
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virtual bool SupportsRealtimeDecompression() const override
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{
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return true;
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}
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virtual class ICompressedAudioInfo* CreateCompressedAudioInfo(USoundWave* SoundWave) override;
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/** Starts up any platform specific hardware/APIs */
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virtual bool InitializeHardware() override;
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virtual void TeardownHardware() override
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{
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Teardown();
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}
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/** Check if any background music or sound is playing through the audio device */
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virtual bool IsExernalBackgroundSoundActive() override;
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protected:
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virtual FSoundSource* CreateSoundSource() override;
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/**
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* Tears down audio device by stopping all sounds, removing all buffers, destroying all sources, ... Called by both Destroy and ShutdownAfterError
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* to perform the actual tear down.
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*/
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void Teardown( void );
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// Variables.
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/** The name of the OpenSL Device to open - defaults to "Generic Software" */
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FString DeviceName;
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// SL specific
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// engine interfaces
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SLObjectItf SL_EngineObject;
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SLEngineItf SL_EngineEngine;
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SLObjectItf SL_OutputMixObject;
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SLint32 SL_VolumeMax;
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SLint32 SL_VolumeMin;
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friend class FSLESSoundBuffer;
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friend class FSLESSoundSource;
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};
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