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#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2879756 on 2016/02/24 by Aaron.McLeran
OR-15722 Fix of crash during stop voice
- changes Stop to not call XAUDIO2_PLAY_TAILS
- calls FlushSourceBuffers() before calling stop() so no more buffers are queued
- Caches realtime buffers so they aren't ever free'd until SoundSource destructor
Change 2879758 on 2016/02/24 by Aaron.McLeran
UE-27307 Fix for ogg-vorbis file handle getting access after deletion.
Change 2880678 on 2016/02/24 by Aaron.McLeran
UE-26093 Supporting preview sounds being excempt from editor volume and transient master volume
- Creating flag for preview sounds from content browser that result in them being exempt from master volume and always playing at full volume.
- Removing setting the master volume in all the platform devices (because that's silly) and adding it as a normal gain stage in the platform independent code.
Change 2882199 on 2016/02/25 by Aaron.McLeran
UE-27474 Adding ClearSoundMixClassOverride
- Added new method to FDynamicParameter to query if the parameter has finished lerping to target value (used to trigger removal override after clearing)
- New BP function to clear a sound class override to a sound mix
- If sound mix is not active, will immediately remove override entry since there's no need for complex lerping
- If sound mix is active, will set the override target value to the value that it would have it wasn't overriden, and lerp to that value. Once the the target value is reached and it was clearing, it will be removed from the sound mix override entry
- If a sound mix override is set by BP while in the process of clearing, the clearing action is reset and the sound class override will not be cleared.
Change 2886288 on 2016/02/29 by Zak.Middleton
#ue4 - Fix requests to crouch to a half height smaller than the radius triggering OnStartCrouch with wrong HeightAdjust value.
#rb Ori.Cohen
#jira UE-27548
Change 2886363 on 2016/02/29 by mason.seay
Adjusted lightmap resolution on floor mesh and rebuilt lighting to fix lighting errors
Change 2886860 on 2016/02/29 by Aaron.McLeran
UE-27607 ShooterGame Crashing in Standalone and Launch when pausing/unpausing
- Fix is to more carefully account for the state of a source getting paused/unpaused while async loading
Change 2887786 on 2016/03/01 by Ori.Cohen
Preload HUD and keep it in memory.
#rb Sammy.James
Change 2887855 on 2016/03/01 by Marc.Audy
Fix cached modifier key state being able to be incorrect if modifier and other key pressed in same frame
Don't update cached modifier key state every tick, just when key pressed or app activated
#rb Chris.Gagnon
#jira UE-27663
Change 2889984 on 2016/03/02 by Cody.Albert
Fix tooltip typos in 'Find Path to Actor Synchronously' blueprint node
#jira UE-27654
Change 2892730 on 2016/03/03 by Ori.Cohen
Added a simple loop for small memcpy.
#rb Steve.Robb
[CL 2894512 by Marc Audy in Main branch]
598 lines
18 KiB
C++
598 lines
18 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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/*------------------------------------------------------------------------------------
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FSLESSoundSource.
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------------------------------------------------------------------------------------*/
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#include "AndroidAudioDevice.h"
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#include "AudioDecompress.h"
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#include "Engine.h"
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// Callback that is registered if the source needs to loop
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void OpenSLBufferQueueCallback( SLAndroidSimpleBufferQueueItf InQueueInterface, void* pContext )
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{
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FSLESSoundSource* SoundSource = (FSLESSoundSource*)pContext;
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if( SoundSource )
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{
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SoundSource->OnRequeueBufferCallback( InQueueInterface );
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}
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}
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// Requeues buffer to loop Sound Source
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void FSLESSoundSource::OnRequeueBufferCallback( SLAndroidSimpleBufferQueueItf InQueueInterface )
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{
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if (!bStreamedSound)
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{
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SLresult result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, Buffer->AudioData, Buffer->GetSize() );
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if(result != SL_RESULT_SUCCESS)
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{
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UE_LOG( LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue (Requeing)"));
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}
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bHasLooped = true;
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}
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else
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{
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// Sound decoding is complete, just waiting to finish playing
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if (bBuffersToFlush)
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{
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// set the player's state to stopped
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SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_STOPPED);
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check(SL_RESULT_SUCCESS == result);
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return;
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}
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// Enqueue the previously decoded buffer
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if (RealtimeAsyncTask)
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{
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RealtimeAsyncTask->EnsureCompletion();
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switch(RealtimeAsyncTask->GetTask().GetTaskType())
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{
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case ERealtimeAudioTaskType::Decompress:
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bHasLooped = RealtimeAsyncTask->GetTask().GetBufferLooped();
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break;
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case ERealtimeAudioTaskType::Procedural:
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AudioBuffers[BufferInUse].AudioDataSize = RealtimeAsyncTask->GetTask().GetBytesWritten();
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break;
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}
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delete RealtimeAsyncTask;
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RealtimeAsyncTask = nullptr;
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}
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SLresult result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, AudioBuffers[BufferInUse].AudioData, AudioBuffers[BufferInUse].AudioDataSize );
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if(result != SL_RESULT_SUCCESS)
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{
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UE_LOG( LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue (Requeing)"));
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}
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// Switch to the next buffer and decode for the next time the callback fires if we didn't just get the last buffer
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BufferInUse = !BufferInUse;
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if (bHasLooped == false || WaveInstance->LoopingMode != LOOP_Never)
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{
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if (ReadMorePCMData(BufferInUse, (bSkipFirstBuffer ? EDataReadMode::AsynchronousSkipFirstFrame : EDataReadMode::Asynchronous)))
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{
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// If this is a synchronous source we may get notified immediately that we have looped
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bHasLooped = true;
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}
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bSkipFirstBuffer = false;
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}
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}
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}
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bool FSLESSoundSource::CreatePlayer()
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{
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// data info
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SLDataLocator_AndroidSimpleBufferQueue LocationBuffer = { SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 1 };
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// PCM Info
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SLDataFormat_PCM PCM_Format = { SL_DATAFORMAT_PCM, SLuint32(Buffer->NumChannels), SLuint32( Buffer->SampleRate * 1000 ),
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SL_PCMSAMPLEFORMAT_FIXED_16, SL_PCMSAMPLEFORMAT_FIXED_16,
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Buffer->NumChannels == 2 ? ( SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT ) : SL_SPEAKER_FRONT_CENTER,
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SL_BYTEORDER_LITTLEENDIAN };
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SLDataSource SoundDataSource = { &LocationBuffer, &PCM_Format};
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// configure audio sink
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SLDataLocator_OutputMix Output_Mix = { SL_DATALOCATOR_OUTPUTMIX, ((FSLESAudioDevice *)AudioDevice)->SL_OutputMixObject};
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SLDataSink AudioSink = { &Output_Mix, NULL};
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// create audio player
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const SLInterfaceID ids[] = {SL_IID_BUFFERQUEUE, SL_IID_VOLUME};
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const SLboolean req[] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE};
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SLresult result = (*Device->SL_EngineEngine)->CreateAudioPlayer( Device->SL_EngineEngine, &SL_PlayerObject,
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&SoundDataSource, &AudioSink, sizeof(ids) / sizeof(SLInterfaceID), ids, req );
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if(result != SL_RESULT_SUCCESS)
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{
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UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER CreateAudioPlayer 0x%x"), result);
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return false;
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}
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bool bFailedSetup = false;
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// realize the player
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result = (*SL_PlayerObject)->Realize(SL_PlayerObject, SL_BOOLEAN_FALSE);
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Realize 0x%x"), result); return false; }
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// get the play interface
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result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_PLAY, &SL_PlayerPlayInterface);
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_PLAY 0x%x"), result); bFailedSetup |= true; }
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// volume
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result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_VOLUME, &SL_VolumeInterface);
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_VOLUME 0x%x"), result); bFailedSetup |= true; }
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// buffer system
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result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_BUFFERQUEUE, &SL_PlayerBufferQueue);
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_BUFFERQUEUE 0x%x"), result); bFailedSetup |= true; }
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return bFailedSetup == false;
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}
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void FSLESSoundSource::DestroyPlayer()
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{
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if( SL_PlayerObject )
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{
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// close it down...
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(*SL_PlayerObject)->Destroy(SL_PlayerObject);
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SL_PlayerObject = NULL;
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SL_PlayerPlayInterface = NULL;
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SL_PlayerBufferQueue = NULL;
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SL_VolumeInterface = NULL;
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}
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}
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bool FSLESSoundSource::EnqueuePCMBuffer( bool bLoop)
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{
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SLresult result;
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// If looping, register a callback to requeue the buffer
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if( bLoop )
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{
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result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, OpenSLBufferQueueCallback, (void*)this);
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER QUEUE RegisterCallback 0x%x "), result); return false; }
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}
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result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, Buffer->AudioData, Buffer->GetSize() );
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue 0x%x params( %p, %d)"), result, Buffer->AudioData, int32(Buffer->GetSize())); return false; }
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bStreamedSound = false;
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bHasLooped = false;
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bBuffersToFlush = false;
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return true;
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}
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bool FSLESSoundSource::ReadMorePCMData(const int32 BufferIndex, EDataReadMode DataReadMode)
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{
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USoundWave* WaveData = WaveInstance->WaveData;
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if (WaveData && WaveData->bProcedural)
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{
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const int32 MaxSamples = BufferSize / sizeof(int16);
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if (DataReadMode == EDataReadMode::Synchronous || WaveData->bCanProcessAsync == false)
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{
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const int32 BytesWritten = WaveData->GeneratePCMData(AudioBuffers[BufferIndex].AudioData, MaxSamples);
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AudioBuffers[BufferIndex].AudioDataSize = BytesWritten;
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}
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else
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{
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RealtimeAsyncTask = new FAsyncRealtimeAudioTask(WaveData, AudioBuffers[BufferIndex].AudioData, MaxSamples);
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RealtimeAsyncTask->StartBackgroundTask();
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}
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// we're never actually "looping" here.
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return false;
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}
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else
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{
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if (DataReadMode == EDataReadMode::Synchronous)
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{
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return Buffer->ReadCompressedData(AudioBuffers[BufferIndex].AudioData, WaveInstance->LoopingMode != LOOP_Never);
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}
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else
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{
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RealtimeAsyncTask = new FAsyncRealtimeAudioTask(Buffer, AudioBuffers[BufferIndex].AudioData, WaveInstance->LoopingMode != LOOP_Never, DataReadMode == EDataReadMode::AsynchronousSkipFirstFrame);
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RealtimeAsyncTask->StartBackgroundTask();
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return false;
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}
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}
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}
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bool FSLESSoundSource::EnqueuePCMRTBuffer( bool bLoop )
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{
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if (AudioBuffers[0].AudioData || AudioBuffers[1].AudioData)
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{
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UE_LOG( LogAndroidAudio, Warning, TEXT("Enqueue PCMRT with buffers already allocated"));
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}
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FMemory::Memzero( AudioBuffers, sizeof( SLESAudioBuffer ) * 2 );
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// Set up double buffer area to decompress to
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BufferSize = Buffer->GetRTBufferSize() * Buffer->NumChannels;
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AudioBuffers[0].AudioData = (uint8*)FMemory::Malloc(BufferSize);
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AudioBuffers[0].AudioDataSize = BufferSize;
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AudioBuffers[1].AudioData = (uint8*)FMemory::Malloc(BufferSize);
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AudioBuffers[1].AudioDataSize = BufferSize;
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// Only use the cached data if we're starting from the beginning, otherwise we'll have to take a synchronous hit
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bSkipFirstBuffer = false;
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if (WaveInstance->WaveData && WaveInstance->WaveData->CachedRealtimeFirstBuffer && WaveInstance->StartTime == 0.f)
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{
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FMemory::Memcpy((uint8*)AudioBuffers[0].AudioData, WaveInstance->WaveData->CachedRealtimeFirstBuffer, BufferSize);
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FMemory::Memcpy((uint8*)AudioBuffers[1].AudioData, WaveInstance->WaveData->CachedRealtimeFirstBuffer + BufferSize, BufferSize);
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bSkipFirstBuffer = true;
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}
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else
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{
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ReadMorePCMData(0, EDataReadMode::Synchronous);
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ReadMorePCMData(1, EDataReadMode::Asynchronous);
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}
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SLresult result;
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// callback is used to submit and decompress next buffer
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result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, OpenSLBufferQueueCallback, (void*)this);
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// queue one sound buffer, as that is all Android will accept
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if(result == SL_RESULT_SUCCESS)
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{
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result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, AudioBuffers[0].AudioData, AudioBuffers[0].AudioDataSize );
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue 0x%x params( %p, %d)"), result, Buffer->AudioData, int32(Buffer->GetSize())); return false; }
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}
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else
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{
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return false;
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}
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bStreamedSound = true;
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bHasLooped = false;
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bBuffersToFlush = false;
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BufferInUse = 1;
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return true;
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}
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/**
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* Initializes a source with a given wave instance and prepares it for playback.
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*
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* @param WaveInstance wave instance being primed for playback
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* @return TRUE if initialization was successful, FALSE otherwise
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*/
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bool FSLESSoundSource::Init( FWaveInstance* InWaveInstance )
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{
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// don't do anything if no volume! THIS APPEARS TO HAVE THE VOLUME IN TIME, CHECK HERE THOUGH IF ISSUES
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if( InWaveInstance && ( InWaveInstance->Volume * InWaveInstance->VolumeMultiplier ) <= 0 )
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{
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return false;
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}
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if (Buffer && Buffer->ResourceID == 0)
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{
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UE_LOG( LogAndroidAudio, Warning, TEXT(" InitSoundSouce with Buffer already allocated"));
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delete Buffer;
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Buffer = 0;
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}
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if (SL_PlayerObject)
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{
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UE_LOG( LogAndroidAudio, Warning, TEXT(" InitSoundSouce with PlayerObject not NULL, possible leak"));
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}
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// Find matching buffer.
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Buffer = FSLESSoundBuffer::Init( (FSLESAudioDevice *)AudioDevice, InWaveInstance->WaveData );
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if( Buffer && InWaveInstance->WaveData->NumChannels <= 2 && InWaveInstance->WaveData->SampleRate <= 48000 )
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{
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SCOPE_CYCLE_COUNTER( STAT_AudioSourceInitTime );
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bool bFailedSetup = false;
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if (CreatePlayer())
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{
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WaveInstance = InWaveInstance;
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if (WaveInstance->StartTime > 0.f)
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{
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Buffer->Seek(WaveInstance->StartTime);
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}
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switch( Buffer->Format)
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{
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case SoundFormat_PCM:
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bFailedSetup |= !EnqueuePCMBuffer( InWaveInstance->LoopingMode != LOOP_Never );
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break;
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case SoundFormat_PCMRT:
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bFailedSetup |= !EnqueuePCMRTBuffer( InWaveInstance->LoopingMode != LOOP_Never );
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break;
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default:
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bFailedSetup = true;
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}
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}
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else
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{
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bFailedSetup = true;
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}
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// clean up the madness if anything we need failed
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if( bFailedSetup )
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{
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UE_LOG( LogAndroidAudio, Warning, TEXT(" Setup failed %s"), *InWaveInstance->WaveData->GetName());
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DestroyPlayer();
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return false;
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}
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Update();
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// Initialization was successful.
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return true;
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}
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else
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{
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// Failed to initialize source.
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// These occurences appear to potentially lead to leaks
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UE_LOG( LogAndroidAudio, Warning, TEXT("Init SoundSource failed on %s"), *InWaveInstance->WaveData->GetName());
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UE_LOG( LogAndroidAudio, Warning, TEXT(" SampleRate %d"), InWaveInstance->WaveData->SampleRate);
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UE_LOG( LogAndroidAudio, Warning, TEXT(" Channels %d"), InWaveInstance->WaveData->NumChannels);
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if (Buffer && Buffer->ResourceID == 0)
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{
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delete Buffer;
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Buffer = 0;
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}
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}
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return false;
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}
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FSLESSoundSource::FSLESSoundSource( class FAudioDevice* InAudioDevice )
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: FSoundSource( InAudioDevice ),
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Device((FSLESAudioDevice *)InAudioDevice),
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Buffer( NULL ),
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bStreamedSound(false),
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bBuffersToFlush(false),
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BufferSize(0),
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BufferInUse(0),
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VolumePreviousUpdate(-1.0f),
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bHasLooped(false),
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SL_PlayerObject(NULL),
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SL_PlayerPlayInterface(NULL),
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SL_PlayerBufferQueue(NULL),
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SL_VolumeInterface(NULL),
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RealtimeAsyncTask(NULL)
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{
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FMemory::Memzero( AudioBuffers, sizeof( AudioBuffers ) );
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}
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/**
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* Clean up any hardware referenced by the sound source
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*/
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FSLESSoundSource::~FSLESSoundSource( void )
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{
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DestroyPlayer();
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ReleaseResources();
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}
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void FSLESSoundSource::ReleaseResources()
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{
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if (RealtimeAsyncTask)
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{
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RealtimeAsyncTask->EnsureCompletion();
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delete RealtimeAsyncTask;
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RealtimeAsyncTask = nullptr;
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}
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FMemory::Free( AudioBuffers[0].AudioData);
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FMemory::Free( AudioBuffers[1].AudioData);
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FMemory::Memzero( AudioBuffers, sizeof( AudioBuffers ) );
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if (Buffer && Buffer->ResourceID == 0)
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{
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delete Buffer;
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}
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Buffer = NULL;
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}
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/**
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* Updates the source specific parameter like e.g. volume and pitch based on the associated
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* wave instance.
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*/
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void FSLESSoundSource::Update( void )
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{
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SCOPE_CYCLE_COUNTER( STAT_AudioUpdateSources );
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if( !WaveInstance || Paused )
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{
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return;
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}
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float Volume = WaveInstance->Volume * WaveInstance->VolumeMultiplier;
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if (SetStereoBleed())
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{
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// Emulate the bleed to rear speakers followed by stereo fold down
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Volume *= 1.25f;
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}
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Volume *= AudioDevice->PlatformAudioHeadroom;
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Volume = FMath::Clamp(Volume, 0.0f, MAX_VOLUME);
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const float Pitch = FMath::Clamp<float>(WaveInstance->Pitch, MIN_PITCH, MAX_PITCH);
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// Set whether to apply reverb
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SetReverbApplied(true);
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SetFilterFrequency();
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FVector Location;
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FVector Velocity;
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// See file header for coordinate system explanation.
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Location.X = WaveInstance->Location.X;
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Location.Y = WaveInstance->Location.Z; // Z/Y swapped to match UE coordinate system
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Location.Z = WaveInstance->Location.Y; // Z/Y swapped to match UE coordinate system
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Velocity.X = WaveInstance->Velocity.X;
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Velocity.Y = WaveInstance->Velocity.Z; // Z/Y swapped to match UE coordinate system
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Velocity.Z = WaveInstance->Velocity.Y; // Z/Y swapped to match UE coordinate system
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// We're using a relative coordinate system for un- spatialized sounds.
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if( !WaveInstance->bUseSpatialization )
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{
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Location = FVector( 0.f, 0.f, 0.f );
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}
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// Set volume (Pitch changes are not supported on current Android platforms!)
|
|
// also Location & Velocity
|
|
|
|
// Avoid doing the log calculation each update by only doing it if the volume changed
|
|
if (Volume != VolumePreviousUpdate)
|
|
{
|
|
VolumePreviousUpdate = Volume;
|
|
static const int64 MinVolumeMillibel = -12000;
|
|
if (Volume > 0.0f)
|
|
{
|
|
// Convert volume to millibels.
|
|
SLmillibel MaxMillibel = 0;
|
|
(*SL_VolumeInterface)->GetMaxVolumeLevel(SL_VolumeInterface, &MaxMillibel);
|
|
SLmillibel VolumeMillibel = (SLmillibel)FMath::Clamp<int64>((int64)(2000.0f * log10f(Volume)), MinVolumeMillibel, (int64)MaxMillibel);
|
|
SLresult result = (*SL_VolumeInterface)->SetVolumeLevel(SL_VolumeInterface, VolumeMillibel);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
}
|
|
else
|
|
{
|
|
SLresult result = (*SL_VolumeInterface)->SetVolumeLevel(SL_VolumeInterface, MinVolumeMillibel);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Plays the current wave instance.
|
|
*/
|
|
void FSLESSoundSource::Play( void )
|
|
{
|
|
if( WaveInstance )
|
|
{
|
|
// Reset the previous volume on play so it can be set at least once in the update function
|
|
VolumePreviousUpdate = -1.0f;
|
|
|
|
// Update volume now before starting play
|
|
Paused = false;
|
|
Update();
|
|
|
|
// set the player's state to playing
|
|
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_PLAYING);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
|
|
Playing = true;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Stops the current wave instance and detaches it from the source.
|
|
*/
|
|
void FSLESSoundSource::Stop( void )
|
|
{
|
|
if( WaveInstance )
|
|
{
|
|
// set the player's state to stopped
|
|
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_STOPPED);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
|
|
// Unregister looping callback
|
|
if( WaveInstance->LoopingMode != LOOP_Never )
|
|
{
|
|
result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, NULL, NULL);
|
|
}
|
|
|
|
DestroyPlayer();
|
|
ReleaseResources();
|
|
|
|
Paused = false;
|
|
Playing = false;
|
|
Buffer = NULL;
|
|
}
|
|
|
|
FSoundSource::Stop();
|
|
}
|
|
|
|
/**
|
|
* Pauses playback of current wave instance.
|
|
*/
|
|
void FSLESSoundSource::Pause( void )
|
|
{
|
|
if( WaveInstance )
|
|
{
|
|
Paused = true;
|
|
|
|
// set the player's state to paused
|
|
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_PAUSED);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns TRUE if the source has finished playing
|
|
*/
|
|
bool FSLESSoundSource::IsSourceFinished( void )
|
|
{
|
|
SLuint32 PlayState;
|
|
|
|
// set the player's state to playing
|
|
SLresult result = (*SL_PlayerPlayInterface)->GetPlayState(SL_PlayerPlayInterface, &PlayState);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
|
|
if( PlayState == SL_PLAYSTATE_STOPPED )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Queries the status of the currently associated wave instance.
|
|
*
|
|
* @return TRUE if the wave instance/ source has finished playback and FALSE if it is
|
|
* currently playing or paused.
|
|
*/
|
|
bool FSLESSoundSource::IsFinished( void )
|
|
{
|
|
if( WaveInstance )
|
|
{
|
|
// Check for a non starved, stopped source
|
|
if( IsSourceFinished() )
|
|
{
|
|
// Notify the wave instance that it has finished playing
|
|
WaveInstance->NotifyFinished();
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (bHasLooped)
|
|
{
|
|
switch (WaveInstance->LoopingMode)
|
|
{
|
|
case LOOP_Forever:
|
|
bHasLooped = false;
|
|
break;
|
|
|
|
case LOOP_Never:
|
|
bBuffersToFlush = true;
|
|
break;
|
|
|
|
case LOOP_WithNotification:
|
|
bHasLooped = false;
|
|
// Notify the wave instance that it has finished playing.
|
|
WaveInstance->NotifyFinished();
|
|
break;
|
|
};
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|