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#rb Rob.Gay #jira UEAU-780 [FYI] Dan.Reynolds #preflight 60a6af8629bb870001c7b53e #ROBOMERGE-SOURCE: CL 16408345 in //UE5/Private-Frosty/... #ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v804-16311228) [CL 16412437 by phil popp in ue5-main branch]
537 lines
18 KiB
C++
537 lines
18 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MetasoundSource.h"
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#include "AssetRegistryModule.h"
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#include "CoreMinimal.h"
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#include "Internationalization/Text.h"
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#include "MetasoundAssetBase.h"
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#include "MetasoundAudioFormats.h"
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#include "MetasoundEngineEnvironment.h"
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#include "MetasoundFrontendController.h"
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#include "MetasoundFrontendQuery.h"
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#include "MetasoundFrontendQuerySteps.h"
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#include "MetasoundFrontendSearchEngine.h"
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#include "MetasoundGenerator.h"
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#include "MetasoundInstanceTransmitter.h"
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#include "MetasoundLog.h"
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#include "MetasoundOperatorSettings.h"
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#include "MetasoundPrimitives.h"
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#include "MetasoundReceiveNode.h"
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#include "MetasoundTrigger.h"
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#include "MetasoundEnvironment.h"
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#if WITH_EDITORONLY_DATA
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#include "EdGraph/EdGraph.h"
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#endif // WITH_EDITORONLY_DATA
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#define LOCTEXT_NAMESPACE "MetasoundSource"
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static float MetaSoundBlockRateCVar = 100.f;
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FAutoConsoleVariableRef CVarMetaSoundBlockRate(
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TEXT("au.MetaSound.BlockRate"),
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MetaSoundBlockRateCVar,
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TEXT("Sets block rate (blocks per second) of MetaSounds.\n")
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TEXT("Default: 100.0f"),
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ECVF_Default);
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static const FName MetasoundSourceArchetypeName = "Metasound Source";
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UMetaSoundSource::UMetaSoundSource(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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, FMetasoundAssetBase(GetMonoSourceArchetype())
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{
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bRequiresStopFade = true;
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NumChannels = 1;
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Duration = INDEFINITELY_LOOPING_DURATION;
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bLooping = true;
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// todo: ensure that we have a method so that the audio engine can be authoritative over the sample rate the UMetaSoundSource runs at.
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SampleRate = 48000.f;
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}
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#if WITH_EDITOR
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void UMetaSoundSource::PostEditUndo()
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{
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Super::PostEditUndo();
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if (Graph)
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{
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Graph->Synchronize();
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}
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}
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void UMetaSoundSource::PostEditChangeProperty(FPropertyChangedEvent& InEvent)
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{
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Super::PostEditChangeProperty(InEvent);
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if (InEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(UMetaSoundSource, OutputFormat))
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{
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switch (OutputFormat)
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{
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case EMetasoundSourceAudioFormat::Stereo:
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NumChannels = 2;
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ensure(SetMetasoundArchetype(GetStereoSourceArchetype()));
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break;
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case EMetasoundSourceAudioFormat::Mono:
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default:
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NumChannels = 1;
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ensure(SetMetasoundArchetype(GetMonoSourceArchetype()));
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break;
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}
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}
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}
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#endif // WITHEDITOR
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bool UMetaSoundSource::IsPlayable() const
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{
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// todo: cache off whether this metasound is buildable to an operator.
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return true;
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}
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bool UMetaSoundSource::SupportsSubtitles() const
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{
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return Super::SupportsSubtitles();
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}
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float UMetaSoundSource::GetDuration()
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{
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// eh? this is kind of a weird field anyways.
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return Super::GetDuration();
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}
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ISoundGeneratorPtr UMetaSoundSource::CreateSoundGenerator(const FSoundGeneratorInitParams& InParams)
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{
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using namespace Metasound;
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using namespace Metasound::Frontend;
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Duration = INDEFINITELY_LOOPING_DURATION;
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bLooping = true;
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VirtualizationMode = EVirtualizationMode::PlayWhenSilent;
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SampleRate = InParams.SampleRate;
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FOperatorSettings InSettings = GetOperatorSettings(static_cast<FSampleRate>(SampleRate));
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FMetasoundEnvironment Environment;
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// Add audio device ID to environment.
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FAudioDeviceHandle DeviceHandle;
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if (UWorld* World = GetWorld())
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{
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DeviceHandle = World->GetAudioDevice();
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}
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if (!DeviceHandle.IsValid())
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{
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if (FAudioDeviceManager* DeviceManager = FAudioDeviceManager::Get())
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{
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DeviceHandle = DeviceManager->GetMainAudioDeviceHandle();
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}
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}
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Environment.SetValue<FAudioDeviceHandle>(GetAudioDeviceHandleVariableName(), DeviceHandle);
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// Set the unique object ID as an environment variable
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Environment.SetValue<uint32>(GetSoundUniqueIdName(), GetUniqueID());
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Environment.SetValue<bool>(GetIsPreviewSoundName(), InParams.bIsPreviewSound);
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const FMetasoundFrontendDocument* OriginalDoc = GetDocument().Get();
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if (nullptr == OriginalDoc)
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{
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UE_LOG(LogMetaSound, Error, TEXT("Cannot create sound generator. Null Metasound document in UMetaSoundSource [Name:%s]"), *GetName());
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return ISoundGeneratorPtr(nullptr);
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}
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// Inject receive nodes for unused transmittable inputs. Perform edits on a copy
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// of the document to avoid altering document.
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// TODO: Use a light wrapper of the document instead of a copy.
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FMetasoundFrontendDocument DocumentWithInjectedReceives;
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ensure(CopyDocumentAndInjectReceiveNodes(InParams.InstanceID, *OriginalDoc, DocumentWithInjectedReceives));
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// Create handles for new root graph
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FConstDocumentHandle NewDocumentHandle = IDocumentController::CreateDocumentHandle(MakeAccessPtr<FConstDocumentAccessPtr>(DocumentWithInjectedReceives.AccessPoint, DocumentWithInjectedReceives));
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FMetasoundGeneratorInitParams InitParams =
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{
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InSettings,
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MoveTemp(DocumentWithInjectedReceives),
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Environment,
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NumChannels,
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GetName(),
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GetAudioOutputName(),
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GetOnPlayInputName(),
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GetIsFinishedOutputName()
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};
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return ISoundGeneratorPtr(new FMetasoundGenerator(MoveTemp(InitParams)));
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}
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TUniquePtr<IAudioInstanceTransmitter> UMetaSoundSource::CreateInstanceTransmitter(const FAudioInstanceTransmitterInitParams& InParams) const
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{
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Metasound::FMetasoundInstanceTransmitter::FInitParams InitParams(GetOperatorSettings(InParams.SampleRate), InParams.InstanceID);
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for (const FSendInfoAndVertexName& InfoAndName : GetSendInfos(InParams.InstanceID))
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{
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InitParams.Infos.Add(InfoAndName.SendInfo);
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}
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return MakeUnique<Metasound::FMetasoundInstanceTransmitter>(InitParams);
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}
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bool UMetaSoundSource::GetReceiveNodeMetadataForDataType(const FName& InTypeName, FMetasoundFrontendClassMetadata& OutMetadata) const
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{
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using namespace Metasound;
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const FNodeClassName ClassName = FReceiveNodeNames::GetClassNameForDataType(InTypeName);
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TArray<FMetasoundFrontendClass> ReceiverNodeClasses = Frontend::ISearchEngine::Get().FindClassesWithName(ClassName, true /* bInSortByVersion */);
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if (ReceiverNodeClasses.IsEmpty())
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{
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return false;
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}
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OutMetadata = ReceiverNodeClasses[0].Metadata;
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return true;
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}
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Metasound::Frontend::FNodeHandle UMetaSoundSource::AddInputPinForSendAddress(const Metasound::FMetasoundInstanceTransmitter::FSendInfo& InSendInfo, Metasound::Frontend::FGraphHandle InGraph) const
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{
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FMetasoundFrontendClassInput Description;
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FGuid VertexID = FGuid::NewGuid();
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Description.Name = InSendInfo.Address.ChannelName.ToString();
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Description.TypeName = Metasound::GetMetasoundDataTypeName<Metasound::FSendAddress>();
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Description.Metadata.Description = FText::GetEmpty();
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Description.VertexID = VertexID;
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Description.DefaultLiteral.Set(InSendInfo.Address.ChannelName.ToString());
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return InGraph->AddInputVertex(Description);
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}
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bool UMetaSoundSource::CopyDocumentAndInjectReceiveNodes(uint64 InInstanceID, const FMetasoundFrontendDocument& InSourceDoc, FMetasoundFrontendDocument& OutDestDoc) const
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{
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using namespace Metasound;
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using namespace Metasound::Frontend;
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OutDestDoc = InSourceDoc;
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FDocumentHandle Document = IDocumentController::CreateDocumentHandle(MakeAccessPtr<FDocumentAccessPtr>(OutDestDoc.AccessPoint, OutDestDoc));
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FGraphHandle RootGraph = Document->GetRootGraph();
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TArray<FSendInfoAndVertexName> SendInfoAndVertexes = GetSendInfos(InInstanceID);
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// Inject receive nodes for each transmittable input
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for (const FSendInfoAndVertexName& InfoAndVertexName : SendInfoAndVertexes)
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{
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// Add receive node to graph
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FMetasoundFrontendClassMetadata ReceiveNodeMetadata;
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bool bSuccess = GetReceiveNodeMetadataForDataType(InfoAndVertexName.SendInfo.TypeName, ReceiveNodeMetadata);
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if (!bSuccess)
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{
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// TODO: log warning
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continue;
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}
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FNodeHandle ReceiveNode = RootGraph->AddNode(ReceiveNodeMetadata);
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// Add receive node address to graph
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FNodeHandle AddressNode = UMetaSoundSource::AddInputPinForSendAddress(InfoAndVertexName.SendInfo, RootGraph);
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TArray<FOutputHandle> AddressNodeOutputs = AddressNode->GetOutputs();
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if (AddressNodeOutputs.Num() != 1)
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{
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// TODO: log warning
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continue;
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}
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FOutputHandle AddressOutput = AddressNodeOutputs[0];
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TArray<FInputHandle> ReceiveAddressInput = ReceiveNode->GetInputsWithVertexName(Metasound::FReceiveNodeNames::GetAddressInputName());
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if (ReceiveAddressInput.Num() != 1)
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{
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// TODO: log error
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continue;
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}
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ensure(ReceiveAddressInput[0]->Connect(*AddressOutput));
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// Swap input node connections with receive node connections
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FNodeHandle InputNode = RootGraph->GetInputNodeWithName(InfoAndVertexName.VertexName);
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if (!ensure(InputNode->GetOutputs().Num() == 1))
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{
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// TODO: handle input node with varying number of outputs or varying output types.
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continue;
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}
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FOutputHandle InputNodeOutput = InputNode->GetOutputs()[0];
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if (ensure(ReceiveNode->IsValid()))
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{
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TArray<FOutputHandle> ReceiveNodeOutputs = ReceiveNode->GetOutputs();
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if (!ensure(ReceiveNodeOutputs.Num() == 1))
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{
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// TODO: handle array outputs and receive nodes of varying formats.
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continue;
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}
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TArray<FInputHandle> ReceiveDefaultInputs = ReceiveNode->GetInputsWithVertexName(Metasound::FReceiveNodeNames::GetDefaultDataInputName());
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if (ensure(ReceiveDefaultInputs.Num() == 1))
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{
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FOutputHandle ReceiverNodeOutput = ReceiveNodeOutputs[0];
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for (FInputHandle NodeInput : InputNodeOutput->GetConnectedInputs())
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{
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// Swap connections to receiver node
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ensure(InputNodeOutput->Disconnect(*NodeInput));
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ensure(ReceiverNodeOutput->Connect(*NodeInput));
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}
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ReceiveDefaultInputs[0]->Connect(*InputNodeOutput);
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}
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}
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}
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return true;
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}
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TArray<FString> UMetaSoundSource::GetTransmittableInputVertexNames() const
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{
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using namespace Metasound;
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// Unused inputs are all input vertices that are not in the archetype.
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TArray<FString> ArchetypeInputVertexNames;
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for (const FMetasoundFrontendClassVertex& Vertex : GetMetasoundArchetype().Interface.Inputs)
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{
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ArchetypeInputVertexNames.Add(Vertex.Name);
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}
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Frontend::FConstGraphHandle RootGraph = GetRootGraphHandle();
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TArray<FString> GraphInputVertexNames = RootGraph->GetInputVertexNames();
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// Filter graph inputs by archetype inputs.
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GraphInputVertexNames = GraphInputVertexNames.FilterByPredicate([&](const FString& InName) { return !ArchetypeInputVertexNames.Contains(InName); });
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auto IsDataTypeTransmittable = [&](const FString& InVertexName)
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{
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Frontend::FConstClassInputAccessPtr ClassInputPtr = RootGraph->FindClassInputWithName(InVertexName);
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if (const FMetasoundFrontendClassInput* ClassInput = ClassInputPtr.Get())
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{
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FDataTypeRegistryInfo TypeInfo;
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if (Frontend::GetTraitsForDataType(ClassInput->TypeName, TypeInfo))
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{
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if (TypeInfo.bIsTransmittable)
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{
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// TODO: Currently values set directly on node pins are represented
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// as input nodes in the graph. They should not be used for transmission
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// as the number of input nodes increases quickly as more nodes
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// are added to a graph. Connecting these input nodes to the
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// transmission system is relatively expensive. These undesirable input nodes are
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// filtered out by ignoring input nodes which are not "Visible".
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Frontend::FConstNodeHandle InputNode = RootGraph->GetNodeWithID(ClassInput->NodeID);
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if (InputNode->IsValid())
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{
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if (EMetasoundFrontendNodeStyleDisplayVisibility::Visible == InputNode->GetNodeStyle().Display.Visibility)
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{
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return true;
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}
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}
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}
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}
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}
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return false;
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};
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GraphInputVertexNames = GraphInputVertexNames.FilterByPredicate(IsDataTypeTransmittable);
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return GraphInputVertexNames;
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}
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Metasound::FOperatorSettings UMetaSoundSource::GetOperatorSettings(Metasound::FSampleRate InSampleRate) const
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{
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// Metasound graph gets evaluated 100 times per second by default.
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float BlockRate = FMath::Clamp(MetaSoundBlockRateCVar, 1.0f, 1000.0f);
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return Metasound::FOperatorSettings(InSampleRate, BlockRate);
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}
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Metasound::FSendAddress UMetaSoundSource::CreateSendAddress(uint64 InInstanceID, const FString& InVertexName, const FName& InDataTypeName) const
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{
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using namespace Metasound;
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FSendAddress Address;
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Address.Subsystem = GetSubsystemNameForSendScope(ETransmissionScope::Global);
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Address.ChannelName = FName(FString::Printf(TEXT("%d:%s:%s"), InInstanceID, *InVertexName, *InDataTypeName.ToString()));
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return Address;
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}
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TArray<UMetaSoundSource::FSendInfoAndVertexName> UMetaSoundSource::GetSendInfos(uint64 InInstanceID) const
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{
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using FSendInfo = Metasound::FMetasoundInstanceTransmitter::FSendInfo;
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using namespace Metasound::Frontend;
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TArray<FSendInfoAndVertexName> SendInfos;
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FConstGraphHandle RootGraph = GetRootGraphHandle();
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TArray<FString> SendVertices = GetTransmittableInputVertexNames();
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for (const FString& VertexName : SendVertices)
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{
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FConstNodeHandle InputNode = RootGraph->GetInputNodeWithName(VertexName);
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for (FConstInputHandle InputHandle : InputNode->GetConstInputs())
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{
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FSendInfoAndVertexName Info;
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// TODO: incorporate VertexID into address. But need to ensure that VertexID
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// will be maintained after injecting Receive nodes.
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Info.SendInfo.Address = CreateSendAddress(InInstanceID, InputHandle->GetName(), InputHandle->GetDataType());
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Info.SendInfo.ParameterName = FName(InputHandle->GetDisplayName().ToString()); // TODO: display name hack. Need to have naming consistent in editor for inputs
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//Info.SendInfo.ParameterName = FName(*InputHandle->GetName()); // TODO: this is the expected parameter name.
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Info.SendInfo.TypeName = InputHandle->GetDataType();
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Info.VertexName = VertexName;
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SendInfos.Add(Info);
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}
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}
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return SendInfos;
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}
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const TArray<FMetasoundFrontendArchetype>& UMetaSoundSource::GetPreferredMetasoundArchetypes() const
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{
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static const TArray<FMetasoundFrontendArchetype> Preferred({GetMonoSourceArchetype(), GetStereoSourceArchetype()});
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return Preferred;
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}
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const FString& UMetaSoundSource::GetOnPlayInputName()
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{
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static const FString TriggerInputName = TEXT("On Play");
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return TriggerInputName;
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}
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const FString& UMetaSoundSource::GetAudioOutputName()
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{
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static const FString AudioOutputName = TEXT("Generated Audio");
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return AudioOutputName;
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}
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const FString& UMetaSoundSource::GetIsFinishedOutputName()
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{
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static const FString OnFinishedOutputName = TEXT("On Finished");
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return OnFinishedOutputName;
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}
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const FString& UMetaSoundSource::GetAudioDeviceHandleVariableName()
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{
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static const FString AudioDeviceHandleVarName = TEXT("AudioDeviceHandle");
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return AudioDeviceHandleVarName;
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}
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const FString& UMetaSoundSource::GetSoundUniqueIdName()
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{
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static const FString SoundUniqueIdVarName = TEXT("SoundUniqueId");
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return SoundUniqueIdVarName;
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}
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const FString& UMetaSoundSource::GetIsPreviewSoundName()
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{
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static const FString SoundIsPreviewSoundName = TEXT("IsPreviewSound");
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return SoundIsPreviewSoundName;
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}
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const FMetasoundFrontendArchetype& UMetaSoundSource::GetBaseArchetype()
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{
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auto CreateBaseArchetype = []() -> FMetasoundFrontendArchetype
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{
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FMetasoundFrontendArchetype Archetype;
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FMetasoundFrontendClassVertex OnPlayTrigger;
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OnPlayTrigger.Name = UMetaSoundSource::GetOnPlayInputName();
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OnPlayTrigger.TypeName = Metasound::Frontend::GetDataTypeName<Metasound::FTrigger>();
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OnPlayTrigger.Metadata.DisplayName = LOCTEXT("OnPlay", "On Play");
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OnPlayTrigger.Metadata.Description = LOCTEXT("OnPlayTriggerToolTip", "Trigger executed when this source is played.");
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OnPlayTrigger.VertexID = FGuid::NewGuid();
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Archetype.Interface.Inputs.Add(OnPlayTrigger);
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FMetasoundFrontendClassVertex OnFinished;
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OnFinished.Name = UMetaSoundSource::GetIsFinishedOutputName();
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OnFinished.TypeName = Metasound::Frontend::GetDataTypeName<Metasound::FTrigger>();
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OnFinished.Metadata.DisplayName = LOCTEXT("OnFinished", "On Finished");
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OnFinished.Metadata.Description = LOCTEXT("OnFinishedToolTip", "Trigger executed to initiate stopping the source.");
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OnFinished.VertexID = FGuid::NewGuid();
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Archetype.Interface.Outputs.Add(OnFinished);
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FMetasoundFrontendEnvironmentVariable AudioDeviceHandle;
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AudioDeviceHandle.Name = UMetaSoundSource::GetAudioDeviceHandleVariableName();
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AudioDeviceHandle.Metadata.DisplayName = FText::FromString(AudioDeviceHandle.Name);
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AudioDeviceHandle.Metadata.Description = LOCTEXT("AudioDeviceHandleToolTip", "Audio device handle");
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Archetype.Interface.Environment.Add(AudioDeviceHandle);
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return Archetype;
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};
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static const FMetasoundFrontendArchetype BaseArchetype = CreateBaseArchetype();
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return BaseArchetype;
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}
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const FMetasoundFrontendArchetype& UMetaSoundSource::GetMonoSourceArchetype()
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{
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auto CreateMonoArchetype = []() -> FMetasoundFrontendArchetype
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{
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FMetasoundFrontendArchetype Archetype = GetBaseArchetype();
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Archetype.Name = "MonoSource";
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|
|
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FMetasoundFrontendClassVertex GeneratedAudio;
|
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GeneratedAudio.Name = UMetaSoundSource::GetAudioOutputName();
|
|
GeneratedAudio.TypeName = Metasound::Frontend::GetDataTypeName<Metasound::FMonoAudioFormat>();
|
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GeneratedAudio.Metadata.DisplayName = LOCTEXT("GeneratedMono", "Audio");
|
|
GeneratedAudio.Metadata.Description = LOCTEXT("GeneratedAudioToolTip", "The resulting output audio from this source.");
|
|
GeneratedAudio.VertexID = FGuid::NewGuid();
|
|
|
|
Archetype.Interface.Outputs.Add(GeneratedAudio);
|
|
|
|
return Archetype;
|
|
};
|
|
|
|
static const FMetasoundFrontendArchetype MonoArchetype = CreateMonoArchetype();
|
|
|
|
return MonoArchetype;
|
|
}
|
|
|
|
const FMetasoundFrontendArchetype& UMetaSoundSource::GetStereoSourceArchetype()
|
|
{
|
|
auto CreateStereoArchetype = []() -> FMetasoundFrontendArchetype
|
|
{
|
|
FMetasoundFrontendArchetype Archetype = GetBaseArchetype();
|
|
Archetype.Name = FName(TEXT("StereoSource"));
|
|
|
|
FMetasoundFrontendClassVertex GeneratedAudio;
|
|
GeneratedAudio.Name = UMetaSoundSource::GetAudioOutputName();
|
|
GeneratedAudio.TypeName = Metasound::Frontend::GetDataTypeName<Metasound::FStereoAudioFormat>();
|
|
GeneratedAudio.Metadata.DisplayName = LOCTEXT("GeneratedStereo", "Audio");
|
|
GeneratedAudio.Metadata.Description = LOCTEXT("GeneratedAudioToolTip", "The resulting output audio from this source.");
|
|
GeneratedAudio.VertexID = FGuid::NewGuid();
|
|
|
|
Archetype.Interface.Outputs.Add(GeneratedAudio);
|
|
|
|
return Archetype;
|
|
};
|
|
|
|
static const FMetasoundFrontendArchetype StereoArchetype = CreateStereoArchetype();
|
|
|
|
return StereoArchetype;
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
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