Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundAudioBusReaderNode.cpp
Maxwell Hayes c1ebef860d [AudioBus] Fix for incorrect clamp at higher channel counts.
#rb Aaron.McLeran
#jira UE-204171, UE-205086

[CL 31735897 by Maxwell Hayes in 5.4 branch]
2024-02-22 16:49:48 -05:00

326 lines
11 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AudioDevice.h"
#include "Sound/AudioBus.h"
#include "AudioBusSubsystem.h"
#include "DSP/ConvertDeinterleave.h"
#include "Internationalization/Text.h"
#include "MetasoundAudioBuffer.h"
#include "MetasoundAudioBus.h"
#include "MetasoundEngineNodesNames.h"
#include "MetasoundExecutableOperator.h"
#include "MetasoundFacade.h"
#include "MetasoundNodeRegistrationMacro.h"
#include "MetasoundParamHelper.h"
#include "MetasoundStandardNodesCategories.h"
#define LOCTEXT_NAMESPACE "MetasoundAudioBusNode"
static int32 AudioBusReaderNodePatchWaitTimeout = 3;
FAutoConsoleVariableRef CVarAudioBusReaderNodePatchWaitTimeout(
TEXT("au.BusReaderPatchWaitTimeout"),
AudioBusReaderNodePatchWaitTimeout,
TEXT("The maximum amount of time the audio bus reader node will wait for its patch output to receive samples."),
ECVF_Default);
namespace Metasound
{
namespace AudioBusReaderNode
{
METASOUND_PARAM(InParamAudioBusInput, "Audio Bus", "Audio Bus Asset.")
METASOUND_PARAM(OutParamAudio, "Out {0}", "Audio bus output for channel {0}.");
}
template <uint32 NumChannels>
class TAudioBusReaderOperator : public TExecutableOperator<TAudioBusReaderOperator<NumChannels>>
{
public:
static const FNodeClassMetadata& GetNodeInfo()
{
auto InitNodeInfo = []() -> FNodeClassMetadata
{
FName OperatorName = *FString::Printf(TEXT("Audio Bus Reader (%d)"), NumChannels);
FText NodeDisplayName = METASOUND_LOCTEXT_FORMAT("AudioBusReaderDisplayNamePattern", "Audio Bus Reader ({0})", NumChannels);
FNodeClassMetadata Info;
Info.ClassName = { EngineNodes::Namespace, OperatorName, TEXT("") };
Info.MajorVersion = 1;
Info.MinorVersion = 0;
Info.DisplayName = NodeDisplayName;
Info.Description = METASOUND_LOCTEXT("AudioBusReader_Description", "Outputs audio data from the audio bus asset.");
Info.Author = PluginAuthor;
Info.PromptIfMissing = PluginNodeMissingPrompt;
Info.DefaultInterface = GetVertexInterface();
Info.CategoryHierarchy.Emplace(NodeCategories::Io);
return Info;
};
static const FNodeClassMetadata Info = InitNodeInfo();
return Info;
}
static const FVertexInterface& GetVertexInterface()
{
using namespace AudioBusReaderNode;
auto CreateVertexInterface = []() -> FVertexInterface
{
FInputVertexInterface InputInterface;
InputInterface.Add(TInputDataVertex<FAudioBusAsset>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamAudioBusInput)));
FOutputVertexInterface OutputInterface;
for (uint32 i = 0; i < NumChannels; ++i)
{
OutputInterface.Add(TOutputDataVertex<FAudioBuffer>(METASOUND_GET_PARAM_NAME_WITH_INDEX_AND_METADATA(OutParamAudio, i)));
}
return FVertexInterface(InputInterface, OutputInterface);
};
static const FVertexInterface Interface = CreateVertexInterface();
return Interface;
}
static TUniquePtr<IOperator> CreateOperator(const FBuildOperatorParams& InParams, FBuildResults& OutResults)
{
using namespace Frontend;
using namespace AudioBusReaderNode;
const FInputVertexInterfaceData& InputData = InParams.InputData;
bool bHasEnvironmentVars = InParams.Environment.Contains<Audio::FDeviceId>(SourceInterface::Environment::DeviceID);
bHasEnvironmentVars &= InParams.Environment.Contains<int32>(SourceInterface::Environment::AudioMixerNumOutputFrames);
if (bHasEnvironmentVars)
{
FAudioBusAssetReadRef AudioBusIn = InputData.GetOrConstructDataReadReference<FAudioBusAsset>(METASOUND_GET_PARAM_NAME(InParamAudioBusInput));
return MakeUnique<TAudioBusReaderOperator<NumChannels>>(InParams, AudioBusIn);
}
else
{
UE_LOG(LogMetaSound, Warning, TEXT("Audio bus reader node requires audio device ID '%s' and audio mixer num output frames '%s' environment variables")
, *SourceInterface::Environment::DeviceID.ToString(), *SourceInterface::Environment::AudioMixerNumOutputFrames.ToString());
return nullptr;
}
}
TAudioBusReaderOperator(const FBuildOperatorParams& InParams, const FAudioBusAssetReadRef& InAudioBusAsset) : AudioBusAsset(InAudioBusAsset)
{
for (int32 ChannelIndex = 0; ChannelIndex < NumChannels; ++ChannelIndex)
{
AudioOutputs.Add(FAudioBufferWriteRef::CreateNew(InParams.OperatorSettings));
}
Reset(InParams);
}
virtual void BindInputs(FInputVertexInterfaceData& InOutVertexData) override
{
using namespace AudioBusReaderNode;
InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(InParamAudioBusInput), AudioBusAsset);
}
virtual void BindOutputs(FOutputVertexInterfaceData& InOutVertexData) override
{
using namespace AudioBusReaderNode;
for (int32 ChannelIndex = 0; ChannelIndex < NumChannels; ++ChannelIndex)
{
InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME_WITH_INDEX(OutParamAudio, ChannelIndex), AudioOutputs[ChannelIndex]);
}
}
virtual FDataReferenceCollection GetInputs() const override
{
// This should never be called. Bind(...) is called instead. This method
// exists as a stop-gap until the API can be deprecated and removed.
checkNoEntry();
return {};
}
virtual FDataReferenceCollection GetOutputs() const override
{
// This should never be called. Bind(...) is called instead. This method
// exists as a stop-gap until the API can be deprecated and removed.
checkNoEntry();
return {};
}
void Execute()
{
const int32 BlockSizeFrames = AudioOutputs[0]->Num();
const int32 NumSamplesToPop = BlockSizeFrames * AudioBusChannels;
const FAudioBusProxyPtr& BusProxy = AudioBusAsset->GetAudioBusProxy();
if (BusProxy.IsValid() && BusProxy->AudioBusId != AudioBusId)
{
AudioBusPatchOutput.Reset();
}
if (!AudioBusPatchOutput.IsValid())
{
// if environment vars & a valid audio bus have been set since starting, try to create the patch now
if (SampleRate > 0.f && BusProxy.IsValid())
{
CreatePatchOutput(BlockSizeFrames);
if (!AudioBusPatchOutput.IsValid())
{
return;
}
}
else
{
return;
}
}
bool bPerformPop = false;
if (bFirstBlock)
{
// Ensure there are enough samples in the patch output to support the maximum metasound executions the mixer requires to fill its output frames before popping begins.
if (uint32(AudioBusPatchOutput->GetNumSamplesAvailable()) >= FMath::DivideAndRoundUp(AudioMixerOutputFrames, BlockSizeFrames) * BlockSizeFrames * AudioBusChannels)
{
bPerformPop = true;
InterleavedBuffer.Reset();
InterleavedBuffer.AddUninitialized(NumSamplesToPop);
}
}
else
{
// Give input patch samples some time to arrive.
if (AudioBusPatchOutput->WaitUntilNumSamplesAvailable(NumSamplesToPop, uint32(AudioBusReaderNodePatchWaitTimeout)))
{
bPerformPop = true;
}
}
if (bPerformPop)
{
bFirstBlock = false;
// Pop off the interleaved data from the audio bus
int32 SamplesPopped = AudioBusPatchOutput->PopAudio(InterleavedBuffer.GetData(), NumSamplesToPop, false);
if (SamplesPopped < NumSamplesToPop)
{
UE_LOG(LogMetaSound, Warning, TEXT("Underrun detected in audio bus reader node."));
}
const uint32 MinChannels = FMath::Min(NumChannels, AudioBusChannels);
for (uint32 ChannelIndex = 0; ChannelIndex < MinChannels; ++ChannelIndex)
{
float* AudioOutputBufferPtr = AudioOutputs[ChannelIndex]->GetData();
for (int32 FrameIndex = 0; FrameIndex < BlockSizeFrames; ++FrameIndex)
{
AudioOutputBufferPtr[FrameIndex] = InterleavedBuffer[FrameIndex * AudioBusChannels + ChannelIndex];
}
}
}
else
{
UE_CLOG(!bFirstBlock, LogMetaSound, Warning, TEXT("Underrun detected in audio bus reader node."));
}
}
void CreatePatchOutput(const int32 BlockSizeFrames)
{
const FAudioBusProxyPtr& AudioBusProxy = AudioBusAsset->GetAudioBusProxy();
if (AudioBusProxy.IsValid())
{
if (FAudioDeviceManager* ADM = FAudioDeviceManager::Get())
{
if (FAudioDevice* AudioDevice = ADM->GetAudioDeviceRaw(AudioDeviceId))
{
// Start the audio bus in case it's not already started
AudioBusChannels = static_cast<uint32>(FMath::Min(AudioBusProxy->NumChannels, static_cast<int32>(EAudioBusChannels::MaxChannelCount)));
AudioBusId = AudioBusProxy->AudioBusId;
const Audio::FAudioBusKey AudioBusKey = Audio::FAudioBusKey(AudioBusId);
UAudioBusSubsystem* AudioBusSubsystem = AudioDevice->GetSubsystem<UAudioBusSubsystem>();
check(AudioBusSubsystem);
AudioBusSubsystem->StartAudioBus(AudioBusKey, AudioBusChannels, false);
// Create a bus patch output with enough room for the number of samples we expect and some buffering
AudioBusPatchOutput = AudioBusSubsystem->AddPatchOutputForAudioBus(AudioBusKey, BlockSizeFrames, AudioBusChannels);
}
}
}
bFirstBlock = true;
}
void Reset(const IOperator::FResetParams& InParams)
{
using namespace Frontend;
using namespace AudioBusReaderNode;
bool bHasEnvironmentVars = InParams.Environment.Contains<Audio::FDeviceId>(SourceInterface::Environment::DeviceID);
bHasEnvironmentVars &= InParams.Environment.Contains<int32>(SourceInterface::Environment::AudioMixerNumOutputFrames);
if (bHasEnvironmentVars)
{
SampleRate = InParams.OperatorSettings.GetSampleRate();
AudioDeviceId = InParams.Environment.GetValue<Audio::FDeviceId>(SourceInterface::Environment::DeviceID);
AudioMixerOutputFrames = InParams.Environment.GetValue<int32>(SourceInterface::Environment::AudioMixerNumOutputFrames);
}
else
{
UE_LOG(LogMetaSound, Warning, TEXT("Audio bus reader node requires audio device ID '%s' and audio mixer num output frames '%s' environment variables")
, *SourceInterface::Environment::DeviceID.ToString(), *SourceInterface::Environment::AudioMixerNumOutputFrames.ToString());
}
for(const FAudioBufferWriteRef& Buffer : AudioOutputs)
{
Buffer->Zero();
}
// Wait until Execute to connect the AudioBusPatchOutput.
// Otherwise the mixer will start filling the patch before the MetaSound starts.
AudioBusPatchOutput.Reset();
}
private:
FAudioBusAssetReadRef AudioBusAsset;
TArray<FAudioBufferWriteRef> AudioOutputs;
TArray<float> InterleavedBuffer;
int32 AudioMixerOutputFrames = INDEX_NONE;
Audio::FDeviceId AudioDeviceId = INDEX_NONE;
uint32 AudioBusId = 0;
float SampleRate = 0.0f;
Audio::FPatchOutputStrongPtr AudioBusPatchOutput;
TUniquePtr<Audio::IConvertDeinterleave> ConvertDeinterleave;
Audio::FMultichannelBuffer DeinterleavedBuffer;
uint32 AudioBusChannels = INDEX_NONE;
bool bFirstBlock = true;
};
template<uint32 NumChannels>
class TAudioBusReaderNode : public FNodeFacade
{
public:
TAudioBusReaderNode(const FNodeInitData& InitData)
: FNodeFacade(InitData.InstanceName, InitData.InstanceID, TFacadeOperatorClass<TAudioBusReaderOperator<NumChannels>>())
{
}
};
#define REGISTER_AUDIO_BUS_READER_NODE(ChannelCount) \
using FAudioBusReaderNode_##ChannelCount = TAudioBusReaderNode<ChannelCount>; \
METASOUND_REGISTER_NODE(FAudioBusReaderNode_##ChannelCount) \
REGISTER_AUDIO_BUS_READER_NODE(1);
REGISTER_AUDIO_BUS_READER_NODE(2);
REGISTER_AUDIO_BUS_READER_NODE(4);
REGISTER_AUDIO_BUS_READER_NODE(6);
REGISTER_AUDIO_BUS_READER_NODE(8);
}
#undef LOCTEXT_NAMESPACE