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NOTE: Bumping Bink version as mapping changed. Also bumping Streamcache versions as hash function changed. #jira FORT-557932 #rb dan.thompson aaron.mcleran #preflight 63dd54e5442a87d63d4a0dbc [CL 23994694 by jimmy smith in ue5-main branch]
246 lines
7.7 KiB
C++
246 lines
7.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Modules/ModuleManager.h"
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#include "Interfaces/IAudioFormat.h"
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#include "Interfaces/IAudioFormatModule.h"
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#include "HAL/Platform.h"
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#include "binka_ue_file_header.h"
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#include "binka_ue_encode.h"
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static const FName NAME_BINKA(TEXT("BINKA"));
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DEFINE_LOG_CATEGORY_STATIC(LogAudioFormatBink, Display, All);
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namespace AudioFormatBinkPrivate
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{
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uint8 GetCompressionLevelFromQualityIndex(int32 InQualityIndex)
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{
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// Bink goes from 0 (best) to 9 (worst), but is basically unusable below 4
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static const float BinkLowest = 4;
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static const float BinkHighest = 0;
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// Map Quality 1 (lowest) to 100 (highest).
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static const float QualityLowest = 1;
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static const float QualityHighest = 100;
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// Map Quality into Bink Range. Note: +1 gives the Bink range 5 steps inclusive.
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float BinkValue = FMath::GetMappedRangeValueClamped(FVector2D(QualityLowest, QualityHighest), FVector2D(BinkLowest + 1.f, BinkHighest), InQualityIndex);
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// Floor each value and clamp into range (as top lerp will be +1 over)
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return FMath::Clamp(FMath::FloorToInt(BinkValue), BinkHighest, BinkLowest);
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}
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}
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/**
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* IAudioFormat, audio compression abstraction
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**/
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class FAudioFormatBink : public IAudioFormat
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{
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enum
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{
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/** Version for Bink Audio format, this becomes part of the DDC key. */
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UE_AUDIO_BINK_VER = 5,
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};
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public:
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virtual bool AllowParallelBuild() const override
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{
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return true;
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}
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virtual uint16 GetVersion(FName Format) const override
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{
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check(Format == NAME_BINKA);
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return UE_AUDIO_BINK_VER;
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}
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virtual void GetSupportedFormats(TArray<FName>& OutFormats) const override
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{
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OutFormats.Add(NAME_BINKA);
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}
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static void* BinkAlloc(size_t Bytes)
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{
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return FMemory::Malloc(Bytes, 16);
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}
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static void BinkFree(void* Ptr)
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{
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FMemory::Free(Ptr);
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}
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virtual bool Cook(FName InFormat, const TArray<uint8>& InSrcBuffer, FSoundQualityInfo& InQualityInfo, TArray<uint8>& OutCompressedDataStore) const override
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(FAudioFormatBink::Cook);
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check(InFormat == NAME_BINKA);
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uint8 CompressionLevel = AudioFormatBinkPrivate::GetCompressionLevelFromQualityIndex(InQualityInfo.Quality);
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void* CompressedData = 0;
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uint32_t CompressedDataLen = 0;
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uint8_t BinkCompressError = UECompressBinkAudio((void*)InSrcBuffer.GetData(), InSrcBuffer.Num(), InQualityInfo.SampleRate, InQualityInfo.NumChannels, CompressionLevel, 1, BinkAlloc, BinkFree, &CompressedData, &CompressedDataLen);
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const TCHAR* CompressErrorStr = nullptr;
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switch (BinkCompressError)
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{
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case BINKA_COMPRESS_SUCCESS: break;
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case BINKA_COMPRESS_ERROR_CHANS: CompressErrorStr = TEXT("Invalid channel count, max ") BINKA_MAX_CHANS_STR; break;
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case BINKA_COMPRESS_ERROR_SAMPLES: CompressErrorStr = TEXT("No sample data provided"); break;
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case BINKA_COMPRESS_ERROR_RATE: CompressErrorStr = TEXT("Invalid sample rate provided, min ") BINKA_MIN_RATE_STR TEXT(" max ") BINKA_MAX_RATE_STR; break;
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case BINKA_COMPRESS_ERROR_QUALITY: CompressErrorStr = TEXT("Invalid quality provided, valid is 0-9"); break;
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case BINKA_COMPRESS_ERROR_ALLOCATORS: CompressErrorStr = TEXT("No allocators provided!"); break;
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case BINKA_COMPRESS_ERROR_OUTPUT: CompressErrorStr = TEXT("No output pointers provided!"); break;
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}
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if (CompressErrorStr != nullptr)
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{
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UE_LOG(LogAudioFormatBink, Warning, TEXT("Failed to encode bink audio: %s"), CompressErrorStr);
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return false;
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}
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// Create a buffer to store compressed data
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OutCompressedDataStore.Empty();
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OutCompressedDataStore.Append((uint8*)CompressedData, CompressedDataLen);
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BinkFree(CompressedData);
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return OutCompressedDataStore.Num() > 0;
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}
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virtual bool CookSurround(FName InFormat, const TArray<TArray<uint8> >& InSrcBuffers, FSoundQualityInfo& InQualityInfo, TArray<uint8>& OutCompressedDataStore) const override
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(FAudioFormatBink::CookSurround);
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check(InFormat == NAME_BINKA);
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//
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// CookSurround passes us a bunch of mono buffers, but bink audio wants a standard
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// interleaved buffer
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//
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TArray<uint8> InterleavedSrcBuffers;
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InterleavedSrcBuffers.AddUninitialized(InSrcBuffers[0].Num() * InSrcBuffers.Num());
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int16* Dest = (int16*)InterleavedSrcBuffers.GetData();
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uint32 ChannelCount = InSrcBuffers.Num();
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uint32 FrameCount = InSrcBuffers[0].Num() / sizeof(int16);
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for (uint32 FrameIndex = 0; FrameIndex < FrameCount; FrameIndex++)
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{
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for (uint32 ChannelIndex = 0; ChannelIndex < ChannelCount; ChannelIndex++)
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{
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int16* Src = (int16*)InSrcBuffers[ChannelIndex].GetData();
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Dest[FrameIndex * ChannelCount + ChannelIndex] = Src[FrameIndex];
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}
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}
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return Cook(NAME_BINKA, InterleavedSrcBuffers, InQualityInfo, OutCompressedDataStore);
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}
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// AFAICT this function is never called.
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virtual int32 Recompress(FName Format, const TArray<uint8>& SrcBuffer, FSoundQualityInfo& QualityInfo, TArray<uint8>& OutBuffer) const override
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{
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return 0;
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}
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virtual int32 GetMinimumSizeForInitialChunk(FName Format, const TArray<uint8>& SrcBuffer) const override
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{
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// We must have an initial chunk large enough for the header and the seek table, if present.
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BinkAudioFileHeader const* Header = (BinkAudioFileHeader const*)SrcBuffer.GetData();
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return sizeof(BinkAudioFileHeader) + Header->seek_table_entry_count * sizeof(uint16);
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}
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// Takes in a compressed file and splits it in to stream size chunks. AFAICT this is supposed to accumulate frames
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// until the chunk size is reached, then spit out a block.
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virtual bool SplitDataForStreaming(const TArray<uint8>& InSrcBuffer, TArray<TArray<uint8>>& OutBuffers, const int32 InMaxInitialChunkSize, const int32 InMaxChunkSize) const override
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{
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uint8 const* Source = InSrcBuffer.GetData();
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uint32 SourceLen = InSrcBuffer.Num();
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uint8 const* SourceEnd = Source + SourceLen;
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uint8 const* ChunkStart = Source;
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uint8 const* Current = Source;
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ensure(SourceLen > sizeof(BinkAudioFileHeader));
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BinkAudioFileHeader const* Header = (BinkAudioFileHeader const*)Source;
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Current += sizeof(BinkAudioFileHeader);
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ensure(Header->tag == 'UEBA');
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// The first frame is located past the seek table.
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Current += sizeof(uint16) * Header->seek_table_entry_count;
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// We must be on the first frame.
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uint16 CurrentFrameValue = *(uint16*)Current;
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ensure(BLOCK_HEADER_MAGIC == CurrentFrameValue);
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int32 ChunkLimitBytes = InMaxInitialChunkSize;
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for (;;)
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{
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if (Current >= SourceEnd)
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{
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// Done with the file.
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check(Current == SourceEnd);
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Current = SourceEnd;
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break;
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}
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// Advance to next chunk
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uint32 BlockSize;
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if (BinkAudioBlockSize(Header->max_comp_space_needed, Current, (SourceEnd - Current), &BlockSize) == false)
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{
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// if this happens, then UE didn't actually give us the data we gave it, and we're
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// off the edge of the map.
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check(0);
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return false;
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}
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if ((Current - ChunkStart) + BlockSize >= ChunkLimitBytes)
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{
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// can't add this chunk, emit.
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TArray<uint8> Chunk(ChunkStart, Current - ChunkStart);
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OutBuffers.Add(Chunk);
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ChunkStart = Current;
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ChunkLimitBytes = InMaxChunkSize;
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// retry.
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continue;
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}
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Current += BlockSize;
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}
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// emit any remainder chunks
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if (Current - ChunkStart)
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{
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// emit this chunk
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TArray<uint8> Chunk(ChunkStart, Current - ChunkStart);
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OutBuffers.Add(Chunk);
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ChunkStart = Current;
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}
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return true;
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}
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};
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class FAudioPlatformBinkModule : public IAudioFormatModule
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{
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private:
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FAudioFormatBink* BinkEncoder = 0;
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public:
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virtual ~FAudioPlatformBinkModule() {}
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virtual IAudioFormat* GetAudioFormat()
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{
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return BinkEncoder;
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}
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virtual void StartupModule()
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{
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BinkEncoder = new FAudioFormatBink();
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}
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virtual void ShutdownModule()
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{
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delete BinkEncoder;
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BinkEncoder = 0;
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}
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};
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IMPLEMENT_MODULE( FAudioPlatformBinkModule, AudioFormatBink);
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