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UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundEngineModule.cpp
jake burga 9ece99f921 Delete AudioCodecEngineModule
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#tests PIE

[CL 30194479 by jake burga in ue5-main branch]
2023-12-07 17:48:14 -05:00

146 lines
6.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundEngineModule.h"
#include "Metasound.h"
#include "MetasoundAudioBus.h"
#include "MetasoundDataReference.h"
#include "MetasoundDataTypeRegistrationMacro.h"
#include "MetasoundFrontendDocumentBuilder.h"
#include "MetasoundOutputSubsystem.h"
#include "MetasoundSource.h"
#include "MetasoundTrace.h"
#include "MetasoundUObjectRegistry.h"
#include "MetasoundWave.h"
#include "MetasoundWaveTable.h"
#include "Analysis/MetasoundFrontendAnalyzerRegistry.h"
#include "Analysis/MetasoundFrontendVertexAnalyzerAudioBuffer.h"
#include "Analysis/MetasoundFrontendVertexAnalyzerEnvelopeFollower.h"
#include "Analysis/MetasoundFrontendVertexAnalyzerForwardValue.h"
#include "Analysis/MetasoundFrontendVertexAnalyzerTriggerDensity.h"
#include "Analysis/MetasoundFrontendVertexAnalyzerTriggerToTime.h"
#include "Interfaces/MetasoundDeprecatedInterfaces.h"
#include "Interfaces/MetasoundInterface.h"
#include "Interfaces/MetasoundInterfaceBindingsPrivate.h"
#include "Modules/ModuleManager.h"
#include "Sound/AudioSettings.h"
DEFINE_LOG_CATEGORY(LogMetasoundEngine);
REGISTER_METASOUND_DATATYPE(Metasound::FAudioBusAsset, "AudioBusAsset", Metasound::ELiteralType::UObjectProxy, UAudioBus);
REGISTER_METASOUND_DATATYPE(Metasound::FWaveAsset, "WaveAsset", Metasound::ELiteralType::UObjectProxy, USoundWave);
REGISTER_METASOUND_DATATYPE(WaveTable::FWaveTable, "WaveTable", Metasound::ELiteralType::FloatArray)
REGISTER_METASOUND_DATATYPE(Metasound::FWaveTableBankAsset, "WaveTableBankAsset", Metasound::ELiteralType::UObjectProxy, UWaveTableBank);
class FMetasoundEngineModule : public IMetasoundEngineModule
{
// Supplies GC referencing in the MetaSound Frontend node registry for doing
// async work on UObjets
class FObjectReferencer
: public FMetasoundFrontendRegistryContainer::IObjectReferencer
, public FGCObject
{
public:
virtual void AddObject(UObject* InObject) override
{
FScopeLock LockObjectArray(&ObjectArrayCriticalSection);
ObjectArray.Add(InObject);
}
virtual void RemoveObject(UObject* InObject) override
{
FScopeLock LockObjectArray(&ObjectArrayCriticalSection);
ObjectArray.Remove(InObject);
}
virtual void AddReferencedObjects(FReferenceCollector& Collector) override
{
FScopeLock LockObjectArray(&ObjectArrayCriticalSection);
Collector.AddReferencedObjects(ObjectArray);
}
virtual FString GetReferencerName() const override
{
return TEXT("FMetasoundEngineModule::FObjectReferencer");
}
private:
mutable FCriticalSection ObjectArrayCriticalSection;
TArray<TObjectPtr<UObject>> ObjectArray;
};
public:
virtual void StartupModule() override
{
using namespace Metasound;
using namespace Metasound::Engine;
METASOUND_LLM_SCOPE;
FModuleManager::Get().LoadModuleChecked("MetasoundGraphCore");
FModuleManager::Get().LoadModuleChecked("MetasoundFrontend");
FModuleManager::Get().LoadModuleChecked("MetasoundStandardNodes");
FModuleManager::Get().LoadModuleChecked("MetasoundGenerator");
FModuleManager::Get().LoadModuleChecked("WaveTable");
// Set GCObject referencer for metasound frontend node registry. The MetaSound
// frontend does not have access to Engine GC tools and must have them
// supplied externally.
FMetasoundFrontendRegistryContainer::Get()->SetObjectReferencer(MakeUnique<FObjectReferencer>());
// Register engine-level parameter interfaces if not done already.
// (Potentially not already called if plugin is loaded while cooking.)
UAudioSettings* AudioSettings = GetMutableDefault<UAudioSettings>();
check(AudioSettings);
AudioSettings->RegisterParameterInterfaces();
IMetasoundUObjectRegistry::Get().RegisterUClass(MakeUnique<TMetasoundUObjectRegistryEntry<UMetaSoundBuilderDocument>>());
IMetasoundUObjectRegistry::Get().RegisterUClass(MakeUnique<TMetasoundUObjectRegistryEntry<UMetaSoundPatch>>());
IMetasoundUObjectRegistry::Get().RegisterUClass(MakeUnique<TMetasoundUObjectRegistryEntry<UMetaSoundSource>>());
Engine::RegisterDeprecatedInterfaces();
Engine::RegisterInterfaces();
Engine::RegisterInternalInterfaceBindings();
// Flush node registration queue
FMetasoundFrontendRegistryContainer::Get()->RegisterPendingNodes();
// Register Analyzers
METASOUND_REGISTER_VERTEX_ANALYZER_FACTORY(Frontend::FVertexAnalyzerAudioBuffer)
METASOUND_REGISTER_VERTEX_ANALYZER_FACTORY(Frontend::FVertexAnalyzerEnvelopeFollower)
METASOUND_REGISTER_VERTEX_ANALYZER_FACTORY(Frontend::FVertexAnalyzerForwardBool)
METASOUND_REGISTER_VERTEX_ANALYZER_FACTORY(Frontend::FVertexAnalyzerForwardFloat)
METASOUND_REGISTER_VERTEX_ANALYZER_FACTORY(Frontend::FVertexAnalyzerForwardInt)
METASOUND_REGISTER_VERTEX_ANALYZER_FACTORY(Frontend::FVertexAnalyzerForwardString)
METASOUND_REGISTER_VERTEX_ANALYZER_FACTORY(Frontend::FVertexAnalyzerTriggerDensity)
METASOUND_REGISTER_VERTEX_ANALYZER_FACTORY(Frontend::FVertexAnalyzerTriggerToTime)
// Register passthrough output analyzers
UMetasoundGeneratorHandle::RegisterPassthroughAnalyzerForType(
GetMetasoundDataTypeName<float>(),
Frontend::FVertexAnalyzerForwardFloat::GetAnalyzerName(),
Frontend::FVertexAnalyzerForwardFloat::FOutputs::GetValue().Name);
UMetasoundGeneratorHandle::RegisterPassthroughAnalyzerForType(
GetMetasoundDataTypeName<int32>(),
Frontend::FVertexAnalyzerForwardInt::GetAnalyzerName(),
Frontend::FVertexAnalyzerForwardInt::FOutputs::GetValue().Name);
UMetasoundGeneratorHandle::RegisterPassthroughAnalyzerForType(
GetMetasoundDataTypeName<bool>(),
Frontend::FVertexAnalyzerForwardBool::GetAnalyzerName(),
Frontend::FVertexAnalyzerForwardBool::FOutputs::GetValue().Name);
UMetasoundGeneratorHandle::RegisterPassthroughAnalyzerForType(
GetMetasoundDataTypeName<FString>(),
Frontend::FVertexAnalyzerForwardString::GetAnalyzerName(),
Frontend::FVertexAnalyzerForwardString::FOutputs::GetValue().Name);
UMetasoundGeneratorHandle::RegisterPassthroughAnalyzerForType(
GetMetasoundDataTypeName<FTrigger>(),
Frontend::FVertexAnalyzerTriggerToTime::GetAnalyzerName(),
Frontend::FVertexAnalyzerTriggerToTime::FOutputs::GetValue().Name);
UE_LOG(LogMetasoundEngine, Log, TEXT("MetaSound Engine Initialized"));
}
};
IMPLEMENT_MODULE(FMetasoundEngineModule, MetasoundEngine);