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additionally, simplify implementation of AD node's hard reset functionality to retain ease. #preflight 636a8be163037c102654f289 [CL 23041511 by ryan challinor in ue5-main branch]
448 lines
16 KiB
C++
448 lines
16 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#include "Internationalization/Text.h"
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#include "MetasoundExecutableOperator.h"
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#include "MetasoundNodeRegistrationMacro.h"
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#include "MetasoundDataTypeRegistrationMacro.h"
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#include "MetasoundPrimitives.h"
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#include "MetasoundStandardNodesCategories.h"
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#include "MetasoundStandardNodesNames.h"
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#include "MetasoundTrigger.h"
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#include "MetasoundTime.h"
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#include "MetasoundAudioBuffer.h"
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#include "Internationalization/Text.h"
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#include "DSP/BufferVectorOperations.h"
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#include "DSP/Dsp.h"
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#include "MetasoundParamHelper.h"
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#define LOCTEXT_NAMESPACE "MetasoundStandardNodes_ADEnvelopeNode"
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namespace Metasound
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{
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namespace ADEnvelopeVertexNames
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{
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METASOUND_PARAM(InputTrigger, "Trigger", "Trigger to start the attack phase of the envelope generator.");
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METASOUND_PARAM(InputAttackTime, "Attack Time", "Attack time of the envelope.");
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METASOUND_PARAM(InputDecayTime, "Decay Time", "Decay time of the envelope.");
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METASOUND_PARAM(InputAttackCurve, "Attack Curve", "The exponential curve factor of the attack. 1.0 = linear growth, < 1.0 logorithmic growth, > 1.0 exponential growth.");
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METASOUND_PARAM(InputDecayCurve, "Decay Curve", "The exponential curve factor of the decay. 1.0 = linear decay, < 1.0 exponential decay, > 1.0 logarithmic decay.");
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METASOUND_PARAM(InputLooping, "Looping", "Set to true to enable looping of the envelope. This will allow the envelope to be an LFO or wave generator.");
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METASOUND_PARAM(InputHardReset, "Hard Reset", "Set to true to always reset the envelope level to 0 when triggering.");
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METASOUND_PARAM(OutputOnTrigger, "On Trigger", "Triggers when the envelope is triggered.");
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METASOUND_PARAM(OutputOnDone, "On Done", "Triggers when the envelope finishes or loops back if looping is enabled.");
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METASOUND_PARAM(OutputEnvelopeValue, "Out Envelope", "The output value of the envelope.");
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}
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namespace ADEnvelopeNodePrivate
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{
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struct FEnvState
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{
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// Where the envelope is. If INDEX_NONE, then the envelope is not triggered
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int32 CurrentSampleIndex = INDEX_NONE;
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// Number of samples for attack
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int32 AttackSampleCount = 1;
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// Number of samples for Decay
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int32 DecaySampleCount = 1;
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// Curve factors for attack/Decay
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float AttackCurveFactor = 0.0f;
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float DecayCurveFactor = 0.0f;
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Audio::FExponentialEase EnvEase;
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// Where the envelope value was when it was triggered
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float StartingEnvelopeValue = 0.0f;
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float CurrentEnvelopeValue = 0.0f;
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bool bLooping = false;
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bool bHardReset = false;
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};
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template<typename ValueType>
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struct TADEnvelope
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{
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};
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template<>
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struct TADEnvelope<float>
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{
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static void GetNextEnvelopeOutput(FEnvState& InState, int32 StartFrame, int32 EndFrame, TArray<int32>& OutFinishedFrames, float& OutEnvelopeValue)
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{
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// Don't need to do anything if we're not generating the envelope at the top of the block since this is a block-rate envelope
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if (StartFrame > 0 || InState.CurrentSampleIndex == INDEX_NONE)
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{
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OutEnvelopeValue = 0.0f;
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return;
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}
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// We are in attack
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if (InState.CurrentSampleIndex < InState.AttackSampleCount)
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{
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if (InState.AttackSampleCount > 1)
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{
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float AttackFraction = (float)InState.CurrentSampleIndex++ / InState.AttackSampleCount;
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OutEnvelopeValue = InState.StartingEnvelopeValue + (1.0f - InState.StartingEnvelopeValue) * FMath::Pow(AttackFraction, InState.AttackCurveFactor);
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}
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else
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{
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// Attack is effectively 0, skip Attack fade-in
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InState.CurrentSampleIndex++;
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OutEnvelopeValue = 1.f;
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}
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}
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else
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{
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int32 TotalEnvSampleCount = (InState.AttackSampleCount + InState.DecaySampleCount);
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// We are in Decay
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if (InState.CurrentSampleIndex < TotalEnvSampleCount)
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{
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int32 SampleCountInDecayState = InState.CurrentSampleIndex++ - InState.AttackSampleCount;
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float DecayFraction = (float)SampleCountInDecayState / InState.DecaySampleCount;
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OutEnvelopeValue = 1.0f - FMath::Pow(DecayFraction, InState.DecayCurveFactor);
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}
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// We are looping so reset the sample index
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else if (InState.bLooping)
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{
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InState.CurrentSampleIndex = 0;
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OutFinishedFrames.Add(0);
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}
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else
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{
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// Envelope is done
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InState.CurrentSampleIndex = INDEX_NONE;
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OutEnvelopeValue = 0.0f;
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OutFinishedFrames.Add(0);
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}
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}
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}
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static bool IsAudio() { return false; }
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};
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template<>
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struct TADEnvelope<FAudioBuffer>
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{
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static void GetNextEnvelopeOutput(FEnvState& InState, int32 StartFrame, int32 EndFrame, TArray<int32>& OutFinishedFrames, FAudioBuffer& OutEnvelopeValue)
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{
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// If we are not active zero the buffer and early exit
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if (InState.CurrentSampleIndex == INDEX_NONE)
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{
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OutEnvelopeValue.Zero();
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return;
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}
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float* OutEnvPtr = OutEnvelopeValue.GetData();
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for (int32 i = StartFrame; i < EndFrame; ++i)
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{
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// We are in attack
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if (InState.CurrentSampleIndex <= InState.AttackSampleCount)
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{
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float AttackFraction = (float)InState.CurrentSampleIndex++ / InState.AttackSampleCount;
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float EnvValue = FMath::Pow(AttackFraction, InState.AttackCurveFactor);
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float TargetEnvelopeValue = InState.StartingEnvelopeValue + (1.0f - InState.StartingEnvelopeValue) * EnvValue;
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InState.EnvEase.SetValue(TargetEnvelopeValue);
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InState.CurrentEnvelopeValue = InState.EnvEase.GetNextValue();
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OutEnvPtr[i] = InState.CurrentEnvelopeValue;
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}
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else
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{
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int32 TotalEnvSampleCount = (InState.AttackSampleCount + InState.DecaySampleCount);
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// We are in Decay
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if (InState.CurrentSampleIndex < TotalEnvSampleCount)
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{
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int32 SampleCountInDecayState = InState.CurrentSampleIndex++ - InState.AttackSampleCount;
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float DecayFracton = (float)SampleCountInDecayState / InState.DecaySampleCount;
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float TargetEnvelopeValue = 1.0f - FMath::Pow(DecayFracton, InState.DecayCurveFactor);
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InState.EnvEase.SetValue(TargetEnvelopeValue);
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InState.CurrentEnvelopeValue = InState.EnvEase.GetNextValue();
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OutEnvPtr[i] = InState.CurrentEnvelopeValue;
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}
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// We are looping so reset the sample index
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else if (InState.bLooping)
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{
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InState.StartingEnvelopeValue = 0.0f;
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InState.CurrentEnvelopeValue = 0.0f;
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InState.CurrentSampleIndex = 0;
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OutFinishedFrames.Add(i);
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}
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else
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{
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InState.CurrentEnvelopeValue = InState.EnvEase.GetNextValue();
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OutEnvPtr[i] = InState.CurrentEnvelopeValue;
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// Envelope is done
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if (InState.EnvEase.IsDone())
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{
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// Zero out the rest of the envelope
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int32 NumSamplesLeft = EndFrame - i - 1;
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if (NumSamplesLeft > 0)
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{
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FMemory::Memzero(&OutEnvPtr[i + 1], sizeof(float) * NumSamplesLeft);
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}
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InState.CurrentSampleIndex = INDEX_NONE;
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OutFinishedFrames.Add(i);
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break;
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}
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}
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}
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}
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}
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static bool IsAudio() { return true; }
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};
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}
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template<typename ValueType>
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class TADEnvelopeNodeOperator : public TExecutableOperator<TADEnvelopeNodeOperator<ValueType>>
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{
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public:
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static const FVertexInterface& GetDefaultInterface()
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{
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using namespace ADEnvelopeVertexNames;
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static const FVertexInterface DefaultInterface(
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FInputVertexInterface(
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TInputDataVertex<FTrigger>(METASOUND_GET_PARAM_NAME_AND_METADATA(InputTrigger)),
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TInputDataVertex<FTime>(METASOUND_GET_PARAM_NAME_AND_METADATA(InputAttackTime), 0.01f),
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TInputDataVertex<FTime>(METASOUND_GET_PARAM_NAME_AND_METADATA(InputDecayTime), 1.0f),
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TInputDataVertex<float>(METASOUND_GET_PARAM_NAME_AND_METADATA(InputAttackCurve), 1.0f),
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TInputDataVertex<float>(METASOUND_GET_PARAM_NAME_AND_METADATA(InputDecayCurve), 1.0f),
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TInputDataVertex<bool>(METASOUND_GET_PARAM_NAME_AND_METADATA(InputLooping), false),
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TInputDataVertex<bool>(METASOUND_GET_PARAM_NAME_AND_METADATA(InputHardReset), false)
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),
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FOutputVertexInterface(
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TOutputDataVertex<FTrigger>(METASOUND_GET_PARAM_NAME_AND_METADATA(OutputOnTrigger)),
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TOutputDataVertex<FTrigger>(METASOUND_GET_PARAM_NAME_AND_METADATA(OutputOnDone)),
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TOutputDataVertex<ValueType>(METASOUND_GET_PARAM_NAME_AND_METADATA(OutputEnvelopeValue))
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)
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);
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return DefaultInterface;
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}
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static const FNodeClassMetadata& GetNodeInfo()
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{
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auto CreateNodeClassMetadata = []() -> FNodeClassMetadata
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{
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const FName DataTypeName = GetMetasoundDataTypeName<ValueType>();
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const FName OperatorName = "AD Envelope";
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const FText NodeDisplayName = METASOUND_LOCTEXT_FORMAT("ADEnvelopeDisplayNamePattern", "AD Envelope ({0})", GetMetasoundDataTypeDisplayText<ValueType>());
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const FText NodeDescription = METASOUND_LOCTEXT("ADEnevelopeDesc", "Generates an attack-decay envelope value output when triggered.");
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const FVertexInterface NodeInterface = GetDefaultInterface();
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const FNodeClassMetadata Metadata
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{
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FNodeClassName { "AD Envelope", OperatorName, DataTypeName },
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1, // Major Version
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0, // Minor Version
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NodeDisplayName,
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NodeDescription,
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PluginAuthor,
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PluginNodeMissingPrompt,
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NodeInterface,
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{ NodeCategories::Envelopes },
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{ },
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FNodeDisplayStyle()
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};
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return Metadata;
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};
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static const FNodeClassMetadata Metadata = CreateNodeClassMetadata();
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return Metadata;
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}
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static TUniquePtr<IOperator> CreateOperator(const FCreateOperatorParams& InParams, TArray<TUniquePtr<IOperatorBuildError>>& OutErrors)
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{
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using namespace ADEnvelopeVertexNames;
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const FInputVertexInterface& InputInterface = GetDefaultInterface().GetInputInterface();
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FTriggerReadRef TriggerIn = InParams.InputDataReferences.GetDataReadReferenceOrConstruct<FTrigger>(METASOUND_GET_PARAM_NAME(InputTrigger), InParams.OperatorSettings);
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FTimeReadRef AttackTime = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<FTime>(InputInterface, METASOUND_GET_PARAM_NAME(InputAttackTime), InParams.OperatorSettings);
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FTimeReadRef DecayTime = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<FTime>(InputInterface, METASOUND_GET_PARAM_NAME(InputDecayTime), InParams.OperatorSettings);
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FFloatReadRef AttackCurveFactor = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<float>(InputInterface, METASOUND_GET_PARAM_NAME(InputAttackCurve), InParams.OperatorSettings);
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FFloatReadRef DecayCurveFactor = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<float>(InputInterface, METASOUND_GET_PARAM_NAME(InputDecayCurve), InParams.OperatorSettings);
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FBoolReadRef bLooping = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<bool>(InputInterface, METASOUND_GET_PARAM_NAME(InputLooping), InParams.OperatorSettings);
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FBoolReadRef bHardReset = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<bool>(InputInterface, METASOUND_GET_PARAM_NAME(InputHardReset), InParams.OperatorSettings);
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return MakeUnique<TADEnvelopeNodeOperator<ValueType>>(InParams.OperatorSettings, TriggerIn, AttackTime, DecayTime, AttackCurveFactor, DecayCurveFactor, bLooping, bHardReset);
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}
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TADEnvelopeNodeOperator(const FOperatorSettings& InSettings,
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const FTriggerReadRef& InTriggerIn,
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const FTimeReadRef& InAttackTime,
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const FTimeReadRef& InDecayTime,
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const FFloatReadRef& InAttackCurveFactor,
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const FFloatReadRef& InDecayeCurveFactor,
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const FBoolReadRef& bInLooping,
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const FBoolReadRef& bInHardReset)
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: TriggerAttackIn(InTriggerIn)
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, AttackTime(InAttackTime)
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, DecayTime(InDecayTime)
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, AttackCurveFactor(InAttackCurveFactor)
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, DecayCurveFactor(InDecayeCurveFactor)
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, bLooping(bInLooping)
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, bHardReset(bInHardReset)
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, OnAttackTrigger(TDataWriteReferenceFactory<FTrigger>::CreateAny(InSettings))
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, OnDone(TDataWriteReferenceFactory<FTrigger>::CreateAny(InSettings))
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, OutputEnvelope(TDataWriteReferenceFactory<ValueType>::CreateAny(InSettings))
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{
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NumFramesPerBlock = InSettings.GetNumFramesPerBlock();
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EnvState.EnvEase.SetEaseFactor(0.01f);
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if (ADEnvelopeNodePrivate::TADEnvelope<ValueType>::IsAudio())
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{
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SampleRate = InSettings.GetSampleRate();
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}
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else
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{
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SampleRate = InSettings.GetActualBlockRate();
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}
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}
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virtual ~TADEnvelopeNodeOperator() = default;
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virtual FDataReferenceCollection GetInputs() const override
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{
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using namespace ADEnvelopeVertexNames;
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FDataReferenceCollection Inputs;
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Inputs.AddDataReadReference(METASOUND_GET_PARAM_NAME(InputTrigger), TriggerAttackIn);
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Inputs.AddDataReadReference(METASOUND_GET_PARAM_NAME(InputAttackTime), AttackTime);
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Inputs.AddDataReadReference(METASOUND_GET_PARAM_NAME(InputDecayTime), DecayTime);
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Inputs.AddDataReadReference(METASOUND_GET_PARAM_NAME(InputAttackCurve), AttackCurveFactor);
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Inputs.AddDataReadReference(METASOUND_GET_PARAM_NAME(InputDecayCurve), DecayCurveFactor);
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Inputs.AddDataReadReference(METASOUND_GET_PARAM_NAME(InputLooping), bLooping);
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Inputs.AddDataReadReference(METASOUND_GET_PARAM_NAME(InputHardReset), bHardReset);
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return Inputs;
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}
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virtual FDataReferenceCollection GetOutputs() const override
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{
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using namespace ADEnvelopeVertexNames;
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FDataReferenceCollection Outputs;
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Outputs.AddDataReadReference(METASOUND_GET_PARAM_NAME(OutputOnTrigger), OnAttackTrigger);
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Outputs.AddDataReadReference(METASOUND_GET_PARAM_NAME(OutputOnDone), OnDone);
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Outputs.AddDataReadReference(METASOUND_GET_PARAM_NAME(OutputEnvelopeValue), OutputEnvelope);
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return Outputs;
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}
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void UpdateParams()
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{
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float AttackTimeSeconds = AttackTime->GetSeconds();
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float DecayTimeSeconds = DecayTime->GetSeconds();
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EnvState.AttackSampleCount = FMath::Max(1, SampleRate * AttackTimeSeconds);
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EnvState.DecaySampleCount = FMath::Max(1, SampleRate * DecayTimeSeconds);
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EnvState.AttackCurveFactor = FMath::Max(KINDA_SMALL_NUMBER, *AttackCurveFactor);
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EnvState.DecayCurveFactor = FMath::Max(KINDA_SMALL_NUMBER, *DecayCurveFactor);
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EnvState.bLooping = *bLooping;
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EnvState.bHardReset = *bHardReset;
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}
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void Execute()
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{
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using namespace ADEnvelopeNodePrivate;
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OnAttackTrigger->AdvanceBlock();
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OnDone->AdvanceBlock();
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// check for any updates to input params
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UpdateParams();
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TriggerAttackIn->ExecuteBlock(
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// OnPreTrigger
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[&](int32 StartFrame, int32 EndFrame)
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{
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TArray<int32> FinishedFrames;
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TADEnvelope<ValueType>::GetNextEnvelopeOutput(EnvState, StartFrame, EndFrame, FinishedFrames, *OutputEnvelope);
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for (int32 FrameFinished : FinishedFrames)
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{
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OnDone->TriggerFrame(FrameFinished);
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}
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},
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// OnTrigger
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[&](int32 StartFrame, int32 EndFrame)
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{
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// Get latest params
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UpdateParams();
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// Set the sample index to the top of the envelope
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EnvState.CurrentSampleIndex = 0;
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EnvState.StartingEnvelopeValue = EnvState.bHardReset ? 0 : EnvState.CurrentEnvelopeValue;
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EnvState.EnvEase.SetValue(EnvState.StartingEnvelopeValue, true /* bInit */);
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// Generate the output (this will no-op if we're block rate)
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TArray<int32> FinishedFrames;
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TADEnvelope<ValueType>::GetNextEnvelopeOutput(EnvState, StartFrame, EndFrame, FinishedFrames, *OutputEnvelope);
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for (int32 FrameFinished : FinishedFrames)
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{
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OnDone->TriggerFrame(FrameFinished);
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}
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// Forward the trigger
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OnAttackTrigger->TriggerFrame(StartFrame);
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}
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);
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}
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private:
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FTriggerReadRef TriggerAttackIn;
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FTimeReadRef AttackTime;
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FTimeReadRef DecayTime;
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FFloatReadRef AttackCurveFactor;
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FFloatReadRef DecayCurveFactor;
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FBoolReadRef bLooping;
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FBoolReadRef bHardReset;
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FTriggerWriteRef OnAttackTrigger;
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FTriggerWriteRef OnDone;
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TDataWriteReference<ValueType> OutputEnvelope;
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// This will either be the block rate or sample rate depending on if this is block-rate or audio-rate envelope
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float SampleRate = 0.0f;
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int32 NumFramesPerBlock = 0;
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ADEnvelopeNodePrivate::FEnvState EnvState;
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};
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/** TADEnvelopeNode
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*
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* Creates an Attack/Decay envelope node.
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*/
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template<typename ValueType>
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class METASOUNDSTANDARDNODES_API TADEnvelopeNode : public FNodeFacade
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{
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public:
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/**
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* Constructor used by the Metasound Frontend.
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*/
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TADEnvelopeNode(const FNodeInitData& InInitData)
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: FNodeFacade(InInitData.InstanceName, InInitData.InstanceID, TFacadeOperatorClass<TADEnvelopeNodeOperator<ValueType>>())
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{}
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virtual ~TADEnvelopeNode() = default;
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};
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using FADEnvelopeNodeFloat = TADEnvelopeNode<float>;
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METASOUND_REGISTER_NODE(FADEnvelopeNodeFloat)
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using FADEnvelopeAudioBuffer = TADEnvelopeNode<FAudioBuffer>;
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METASOUND_REGISTER_NODE(FADEnvelopeAudioBuffer)
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}
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#undef LOCTEXT_NAMESPACE
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