You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rb rob.gay #preflight 62057365a155a4cddac5bf1d #jira UE-142194 #ROBOMERGE-AUTHOR: helen.yang #ROBOMERGE-SOURCE: CL 18945030 in //UE5/Release-5.0/... via CL 18945230 via CL 18946167 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18946312 by helen yang in ue5-main branch]
240 lines
8.7 KiB
C++
240 lines
8.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "Internationalization/Text.h"
|
|
#include "MetasoundExecutableOperator.h"
|
|
#include "MetasoundNodeRegistrationMacro.h"
|
|
#include "MetasoundPrimitives.h"
|
|
#include "MetasoundStandardNodesNames.h"
|
|
#include "MetasoundTrigger.h"
|
|
#include "MetasoundTime.h"
|
|
#include "MetasoundAudioBuffer.h"
|
|
#include "DSP/Delay.h"
|
|
#include "MetasoundStandardNodesCategories.h"
|
|
#include "MetasoundFacade.h"
|
|
|
|
#define LOCTEXT_NAMESPACE "MetasoundStandardNodes"
|
|
|
|
namespace Metasound
|
|
{
|
|
namespace Delay
|
|
{
|
|
static const FName InParamNameAudioInput = "In";
|
|
static const FName InParamNameDelayTime = "Delay Time";
|
|
static const FName InParamNameDryLevel = "Dry Level";
|
|
static const FName InParamNameWetLevel = "Wet Level";
|
|
static const FName InParamNameFeedbackAmount = "Feedback";
|
|
static const FName OutParamNameAudio = "Out";
|
|
|
|
// TODO: make this a static vertex
|
|
static float MaxDelaySeconds = 5.0f;
|
|
}
|
|
|
|
class FDelayOperator : public TExecutableOperator<FDelayOperator>
|
|
{
|
|
public:
|
|
|
|
static const FNodeClassMetadata& GetNodeInfo();
|
|
static const FVertexInterface& GetVertexInterface();
|
|
static TUniquePtr<IOperator> CreateOperator(const FCreateOperatorParams& InParams, FBuildErrorArray& OutErrors);
|
|
|
|
FDelayOperator(const FOperatorSettings& InSettings,
|
|
const FAudioBufferReadRef& InAudioInput,
|
|
const FTimeReadRef& InDelayTime,
|
|
const FFloatReadRef& InDryLevel,
|
|
const FFloatReadRef& InWetLevel,
|
|
const FFloatReadRef& InFeedback);
|
|
|
|
virtual FDataReferenceCollection GetInputs() const override;
|
|
virtual FDataReferenceCollection GetOutputs() const override;
|
|
void Execute();
|
|
|
|
private:
|
|
float GetInputDelayTimeMsec() const;
|
|
|
|
// The input audio buffer
|
|
FAudioBufferReadRef AudioInput;
|
|
|
|
// The amount of delay time
|
|
FTimeReadRef DelayTime;
|
|
|
|
// The dry level
|
|
FFloatReadRef DryLevel;
|
|
|
|
// The wet level
|
|
FFloatReadRef WetLevel;
|
|
|
|
// The feedback amount
|
|
FFloatReadRef Feedback;
|
|
|
|
// The audio output
|
|
FAudioBufferWriteRef AudioOutput;
|
|
|
|
// The internal delay buffer
|
|
Audio::FDelay DelayBuffer;
|
|
|
|
// The previous delay time
|
|
float PrevDelayTimeMsec;
|
|
|
|
// Feedback sample
|
|
float FeedbackSample;
|
|
};
|
|
|
|
FDelayOperator::FDelayOperator(const FOperatorSettings& InSettings,
|
|
const FAudioBufferReadRef& InAudioInput,
|
|
const FTimeReadRef& InDelayTime,
|
|
const FFloatReadRef& InDryLevel,
|
|
const FFloatReadRef& InWetLevel,
|
|
const FFloatReadRef& InFeedback)
|
|
|
|
: AudioInput(InAudioInput)
|
|
, DelayTime(InDelayTime)
|
|
, DryLevel(InDryLevel)
|
|
, WetLevel(InWetLevel)
|
|
, Feedback(InFeedback)
|
|
, AudioOutput(FAudioBufferWriteRef::CreateNew(InSettings))
|
|
, PrevDelayTimeMsec(GetInputDelayTimeMsec())
|
|
, FeedbackSample(0.0f)
|
|
{
|
|
DelayBuffer.Init(InSettings.GetSampleRate(), Delay::MaxDelaySeconds);
|
|
DelayBuffer.SetDelayMsec(PrevDelayTimeMsec);
|
|
}
|
|
|
|
FDataReferenceCollection FDelayOperator::GetInputs() const
|
|
{
|
|
FDataReferenceCollection InputDataReferences;
|
|
InputDataReferences.AddDataReadReference(Delay::InParamNameAudioInput, FAudioBufferReadRef(AudioInput));
|
|
InputDataReferences.AddDataReadReference(Delay::InParamNameDelayTime, FTimeReadRef(DelayTime));
|
|
InputDataReferences.AddDataReadReference(Delay::InParamNameDryLevel, FFloatReadRef(DryLevel));
|
|
InputDataReferences.AddDataReadReference(Delay::InParamNameWetLevel, FFloatReadRef(WetLevel));
|
|
InputDataReferences.AddDataReadReference(Delay::InParamNameFeedbackAmount, FFloatReadRef(Feedback));
|
|
|
|
return InputDataReferences;
|
|
}
|
|
|
|
FDataReferenceCollection FDelayOperator::GetOutputs() const
|
|
{
|
|
FDataReferenceCollection OutputDataReferences;
|
|
OutputDataReferences.AddDataReadReference(Delay::OutParamNameAudio, FAudioBufferReadRef(AudioOutput));
|
|
return OutputDataReferences;
|
|
}
|
|
|
|
float FDelayOperator::GetInputDelayTimeMsec() const
|
|
{
|
|
// Clamp the delay time to the max delay allowed
|
|
return 1000.0f * FMath::Clamp((float)DelayTime->GetSeconds(), 0.0f, Delay::MaxDelaySeconds);
|
|
}
|
|
|
|
void FDelayOperator::Execute()
|
|
{
|
|
// Get clamped delay time
|
|
float CurrentInputDelayTime = GetInputDelayTimeMsec();
|
|
|
|
// Check to see if our delay amount has changed
|
|
if (!FMath::IsNearlyEqual(PrevDelayTimeMsec, CurrentInputDelayTime))
|
|
{
|
|
PrevDelayTimeMsec = CurrentInputDelayTime;
|
|
DelayBuffer.SetEasedDelayMsec(PrevDelayTimeMsec);
|
|
}
|
|
|
|
const float* InputAudio = AudioInput->GetData();
|
|
|
|
float* OutputAudio = AudioOutput->GetData();
|
|
int32 NumFrames = AudioInput->Num();
|
|
|
|
// Clamp the feedback amount to make sure it's bounded. Clamp to a number slightly less than 1.0
|
|
float FeedbackAmount = FMath::Clamp(*Feedback, 0.0f, 1.0f - SMALL_NUMBER);
|
|
float CurrentDryLevel = FMath::Clamp(*DryLevel, 0.0f, 1.0f);
|
|
float CurrentWetLevel = FMath::Clamp(*WetLevel, 0.0f, 1.0f);
|
|
|
|
if (FMath::IsNearlyZero(FeedbackAmount))
|
|
{
|
|
FeedbackSample = 0.0f;
|
|
|
|
for (int32 FrameIndex = 0; FrameIndex < NumFrames; ++FrameIndex)
|
|
{
|
|
OutputAudio[FrameIndex] = CurrentWetLevel * DelayBuffer.ProcessAudioSample(InputAudio[FrameIndex]) + CurrentDryLevel * InputAudio[FrameIndex];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// There is some amount of feedback so we do the feedback mixing
|
|
for (int32 FrameIndex = 0; FrameIndex < NumFrames; ++FrameIndex)
|
|
{
|
|
OutputAudio[FrameIndex] = CurrentWetLevel * DelayBuffer.ProcessAudioSample(InputAudio[FrameIndex] + FeedbackSample * FeedbackAmount) + CurrentDryLevel * InputAudio[FrameIndex];
|
|
FeedbackSample = OutputAudio[FrameIndex];
|
|
}
|
|
}
|
|
}
|
|
|
|
const FVertexInterface& FDelayOperator::GetVertexInterface()
|
|
{
|
|
static const FVertexInterface Interface(
|
|
FInputVertexInterface(
|
|
TInputDataVertexModel<FAudioBuffer>(Delay::InParamNameAudioInput, METASOUND_LOCTEXT("DelayNode_AudioInputTooltip", "Audio input.")),
|
|
TInputDataVertexModel<FTime>(Delay::InParamNameDelayTime, METASOUND_LOCTEXT("DelayNode_DelayTimeTooltip", "The amount of time to delay the audio, in seconds."), 1.0f),
|
|
TInputDataVertexModel<float>(Delay::InParamNameDryLevel, METASOUND_LOCTEXT("DelayNode_DryLevelTooltip", "The dry level of the delay."), 0.0f),
|
|
TInputDataVertexModel<float>(Delay::InParamNameWetLevel, METASOUND_LOCTEXT("DelayNode_WetlevelTooltip", "The wet level of the delay."), 1.0f),
|
|
TInputDataVertexModel<float>(Delay::InParamNameFeedbackAmount, METASOUND_LOCTEXT("DelayNode_FeedbackTooltip", "Feedback amount."), 0.0f)
|
|
),
|
|
FOutputVertexInterface(
|
|
TOutputDataVertexModel<FAudioBuffer>(Delay::OutParamNameAudio, METASOUND_LOCTEXT("DelayNode_DelayOutputTooltip", "Audio output."))
|
|
)
|
|
);
|
|
|
|
return Interface;
|
|
}
|
|
|
|
const FNodeClassMetadata& FDelayOperator::GetNodeInfo()
|
|
{
|
|
auto InitNodeInfo = []() -> FNodeClassMetadata
|
|
{
|
|
FNodeClassMetadata Info;
|
|
Info.ClassName = { StandardNodes::Namespace, "Delay", StandardNodes::AudioVariant };
|
|
Info.MajorVersion = 1;
|
|
Info.MinorVersion = 1;
|
|
Info.DisplayName = METASOUND_LOCTEXT("DelayNode_DisplayName", "Delay");
|
|
Info.Description = METASOUND_LOCTEXT("DelayNode_Description", "Delays an audio buffer by the specified amount.");
|
|
Info.Author = PluginAuthor;
|
|
Info.PromptIfMissing = PluginNodeMissingPrompt;
|
|
Info.DefaultInterface = GetVertexInterface();
|
|
Info.CategoryHierarchy.Emplace(NodeCategories::Delays);
|
|
return Info;
|
|
};
|
|
|
|
static const FNodeClassMetadata Info = InitNodeInfo();
|
|
|
|
return Info;
|
|
}
|
|
|
|
TUniquePtr<IOperator> FDelayOperator::CreateOperator(const FCreateOperatorParams& InParams, FBuildErrorArray& OutErrors)
|
|
{
|
|
const FDataReferenceCollection& InputCollection = InParams.InputDataReferences;
|
|
const FInputVertexInterface& InputInterface = GetVertexInterface().GetInputInterface();
|
|
|
|
FAudioBufferReadRef AudioIn = InputCollection.GetDataReadReferenceOrConstruct<FAudioBuffer>(Delay::InParamNameAudioInput, InParams.OperatorSettings);
|
|
FTimeReadRef DelayTime = InputCollection.GetDataReadReferenceOrConstructWithVertexDefault<FTime>(InputInterface, Delay::InParamNameDelayTime, InParams.OperatorSettings);
|
|
FFloatReadRef DryLevel = InputCollection.GetDataReadReferenceOrConstructWithVertexDefault<float>(InputInterface, Delay::InParamNameDryLevel, InParams.OperatorSettings);
|
|
FFloatReadRef WetLevel = InputCollection.GetDataReadReferenceOrConstructWithVertexDefault<float>(InputInterface, Delay::InParamNameWetLevel, InParams.OperatorSettings);
|
|
FFloatReadRef Feedback = InputCollection.GetDataReadReferenceOrConstructWithVertexDefault<float>(InputInterface, Delay::InParamNameFeedbackAmount, InParams.OperatorSettings);
|
|
|
|
return MakeUnique<FDelayOperator>(InParams.OperatorSettings, AudioIn, DelayTime, DryLevel, WetLevel, Feedback);
|
|
}
|
|
|
|
class FDelayNode : public FNodeFacade
|
|
{
|
|
public:
|
|
/**
|
|
* Constructor used by the Metasound Frontend.
|
|
*/
|
|
FDelayNode(const FNodeInitData& InitData)
|
|
: FNodeFacade(InitData.InstanceName, InitData.InstanceID, TFacadeOperatorClass<FDelayOperator>())
|
|
{
|
|
}
|
|
};
|
|
|
|
|
|
METASOUND_REGISTER_NODE(FDelayNode)
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|