Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundSource.cpp
phil popp c2c509e3fd Metasound BP interface
- Adding IAudioInstanceTransmitter interface to Audio extensions
- Adding IAudioInstanceTransmitter to FActiveSound
- Renaming functions with "Archetype" to "MetasoundArchetype" to avoid conflict with UOBject archetype.
- Adding transmittable info to data type registration
- Adding default input pin to receive node.
- Adding FMetasoundInstanceTransmitter for communicating to single metasound source instance.
#rb Aaron.McLeran, Rob.Gay
#jira UEAU-618

[CL 15162371 by phil popp in ue5-main branch]
2021-01-22 03:05:22 -04:00

549 lines
18 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundSource.h"
#include "AssetRegistryModule.h"
#include "CoreMinimal.h"
#include "Internationalization/Text.h"
#include "MetasoundAssetBase.h"
#include "MetasoundAudioFormats.h"
#include "MetasoundBop.h"
#include "MetasoundEngineEnvironment.h"
#include "MetasoundFrontendController.h"
#include "MetasoundFrontendQuery.h"
#include "MetasoundFrontendQuerySteps.h"
#include "MetasoundGenerator.h"
#include "MetasoundInstanceTransmitter.h"
#include "MetasoundLog.h"
#include "MetasoundPrimitives.h"
#include "MetasoundReceiveNode.h"
#if WITH_EDITORONLY_DATA
#include "EdGraph/EdGraph.h"
#endif // WITH_EDITORONLY_DATA
#define LOCTEXT_NAMESPACE "MetasoundSource"
static FName MetasoundSourceArchetypeName = FName(TEXT("Metasound Source"));
UMetasoundSource::UMetasoundSource(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, FMetasoundAssetBase(GetMonoSourceArchetype())
{
bRequiresStopFade = true;
NumChannels = 1;
Duration = INDEFINITELY_LOOPING_DURATION;
bLooping = true;
// todo: ensure that we have a method so that the audio engine can be authoritative over the sample rate the UMetasoundSource runs at.
SampleRate = 48000.0f;
}
void UMetasoundSource::SetMetadata(FMetasoundFrontendClassMetadata& InMetadata)
{
RootMetasoundDocument.RootGraph.Metadata = InMetadata;
}
#if WITH_EDITOR
void UMetasoundSource::PostEditChangeProperty(FPropertyChangedEvent& InEvent)
{
Super::PostEditChangeProperty(InEvent);
if (InEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(UMetasoundSource, OutputFormat))
{
switch (OutputFormat)
{
case EMetasoundSourceAudioFormat::Stereo:
NumChannels = 2;
ensure(SetMetasoundArchetype(GetStereoSourceArchetype()));
break;
case EMetasoundSourceAudioFormat::Mono:
default:
NumChannels = 1;
ensure(SetMetasoundArchetype(GetMonoSourceArchetype()));
break;
}
}
}
#endif
bool UMetasoundSource::IsPlayable() const
{
// todo: cache off whether this metasound is buildable to an operator.
return true;
}
bool UMetasoundSource::SupportsSubtitles() const
{
return Super::SupportsSubtitles();
}
float UMetasoundSource::GetDuration()
{
// eh? this is kind of a weird field anyways.
return Super::GetDuration();
}
ISoundGeneratorPtr UMetasoundSource::CreateSoundGenerator(const FSoundGeneratorInitParams& InParams)
{
using namespace Metasound;
Duration = INDEFINITELY_LOOPING_DURATION;
bLooping = true;
VirtualizationMode = EVirtualizationMode::PlayWhenSilent;
SampleRate = InParams.SampleRate;
FOperatorSettings InSettings = GetOperatorSettings(SampleRate);
FMetasoundEnvironment Environment;
// Add audio device ID to environment.
FAudioDeviceHandle DeviceHandle;
if (UWorld* World = GetWorld())
{
DeviceHandle = World->GetAudioDevice();
}
if (!DeviceHandle.IsValid())
{
if (FAudioDeviceManager* DeviceManager = FAudioDeviceManager::Get())
{
DeviceHandle = DeviceManager->GetMainAudioDeviceHandle();
}
}
Environment.SetValue<FAudioDeviceHandle>(GetAudioDeviceHandleVariableName(), DeviceHandle);
const FMetasoundFrontendDocument* OriginalDoc = GetDocument().Get();
if (nullptr == OriginalDoc)
{
UE_LOG(LogMetasound, Error, TEXT("Cannot create sound generator. Null Metasound document in UMetasoundSource [Name:%s]"), *GetName());
return ISoundGeneratorPtr(nullptr);
}
// Inject receive nodes for unused transmittable inputs. Perform edits on a copy
// of the document to avoid altering document.
// TODO: Use a light wrapper of the document instead of a copy.
FMetasoundFrontendDocument DocumentWithInjectedReceives;
ensure(CopyDocumentAndInjectReceiveNodes(InParams.InstanceID, *OriginalDoc, DocumentWithInjectedReceives));
// Create handles for new root graph
Frontend::FConstDocumentHandle NewDocumentHandle = Frontend::IDocumentController::CreateDocumentHandle(Frontend::MakeAccessPtr<const FMetasoundFrontendDocument>(DocumentWithInjectedReceives.AccessPoint, DocumentWithInjectedReceives));
Frontend::FConstGraphHandle RootGraph = NewDocumentHandle->GetRootGraph();
ensureAlways(RootGraph->IsValid());
// Create the operator from the graph handle.
TArray<IOperatorBuilder::FBuildErrorPtr> BuildErrors;
TUniquePtr<IOperator> Operator = RootGraph->BuildOperator(InSettings, Environment, BuildErrors);
if (!Operator.IsValid())
{
// Log build errors that resulted in a null operator.
UE_LOG(LogMetasound, Error, TEXT("Failed to build Metasound operator from graph in MetasoundSource [%s]"), *GetName());
for (const IOperatorBuilder::FBuildErrorPtr& Error : BuildErrors)
{
if (Error.IsValid())
{
UE_LOG(LogMetasound, Warning, TEXT("MetasoundSource [%s] build error [%s] \"%s\""), *GetName(), *(Error->GetErrorType().ToString()), *(Error->GetErrorDescription().ToString()));
}
}
}
else
{
FDataReferenceCollection Outputs = Operator->GetOutputs();
TArrayView<FAudioBufferReadRef> OutputBuffers;
// Get output audio buffers.
if (EMetasoundSourceAudioFormat::Stereo == OutputFormat)
{
if (!Outputs.ContainsDataReadReference<FStereoAudioFormat>(GetAudioOutputName()))
{
UE_LOG(LogMetasound, Warning, TEXT("MetasoundSource [%s] does not contain stereo output [%s] in output"), *GetName(), *GetAudioOutputName());
}
OutputBuffers = Outputs.GetDataReadReferenceOrConstruct<FStereoAudioFormat>(GetAudioOutputName(), InSettings)->GetBuffers();
}
else if (EMetasoundSourceAudioFormat::Mono == OutputFormat)
{
if (!Outputs.ContainsDataReadReference<FMonoAudioFormat>(GetAudioOutputName()))
{
UE_LOG(LogMetasound, Warning, TEXT("MetasoundSource [%s] does not contain mono output [%s] in output"), *GetName(), *GetAudioOutputName());
}
OutputBuffers = Outputs.GetDataReadReferenceOrConstruct<FMonoAudioFormat>(GetAudioOutputName(), InSettings)->GetBuffers();
}
// References must be cached before moving the operator to the InitParams
FDataReferenceCollection Inputs = Operator->GetInputs();
FTriggerWriteRef PlayTrigger = Inputs.GetDataWriteReferenceOrConstruct<FBop>(GetOnPlayInputName(), InSettings, false);
FTriggerReadRef FinishTrigger = Outputs.GetDataReadReferenceOrConstruct<FBop>(GetIsFinishedOutputName(), InSettings, false);
// Create the FMetasoundGenerator.
FMetasoundGeneratorInitParams InitParams =
{
MoveTemp(Operator),
OutputBuffers,
MoveTemp(PlayTrigger),
MoveTemp(FinishTrigger)
};
return ISoundGeneratorPtr(new FMetasoundGenerator(MoveTemp(InitParams)));
}
return ISoundGeneratorPtr(nullptr);
}
TUniquePtr<IAudioInstanceTransmitter> UMetasoundSource::CreateInstanceTransmitter(const FAudioInstanceTransmitterInitParams& InParams) const
{
Metasound::FMetasoundInstanceTransmitter::FInitParams InitParams(GetOperatorSettings(InParams.SampleRate), InParams.InstanceID);
for (const FSendInfoAndVertexName& InfoAndName : GetSendInfos(InParams.InstanceID))
{
InitParams.Infos.Add(InfoAndName.SendInfo);
}
return MakeUnique<Metasound::FMetasoundInstanceTransmitter>(InitParams);
}
void UMetasoundSource::PostLoad()
{
Super::PostLoad();
ConformDocumentToMetasoundArchetype();
}
bool UMetasoundSource::GetReceiveNodeMetadataForDataType(const FName& InTypeName, FMetasoundFrontendClassMetadata& OutMetadata) const
{
using namespace Metasound;
FFrontendQuery Query;
Query.AddStep<FGenerateAllAvailableNodeClasses>()
.AddStep<FFilterClassesByClassName>(FReceiveNodeNames::GetClassNameForDataType(InTypeName));
FFrontendQuerySelectionView Result = Query.ExecuteQuery();
TArrayView<const FFrontendQueryEntry* const> Selection = Result.GetSelection();
if (Selection.Num() > 0)
{
check(Selection[0]->Value.IsType<FMetasoundFrontendClass>());
OutMetadata = Selection[0]->Value.Get<FMetasoundFrontendClass>().Metadata;
return true;
}
return false;
}
Metasound::Frontend::FNodeHandle UMetasoundSource::AddInputPinForSendAddress(const Metasound::FMetasoundInstanceTransmitter::FSendInfo& InSendInfo, Metasound::Frontend::FGraphHandle InGraph) const
{
FMetasoundFrontendClassInput Description;
FGuid PointID = InGraph->GetNewPointID();
Description.Name = InSendInfo.Address.ChannelName.ToString();
Description.TypeName = Metasound::GetMetasoundDataTypeName<Metasound::FSendAddress>();
Description.Metadata.Description = FText::GetEmpty();
Description.PointIDs.Add(PointID);
FMetasoundFrontendVertexLiteral DefaultValue;
DefaultValue.PointID = PointID;
DefaultValue.Value.Set(InSendInfo.Address.ChannelName.ToString());
Description.Defaults.Add(DefaultValue);
return InGraph->AddInputVertex(Description);
}
bool UMetasoundSource::CopyDocumentAndInjectReceiveNodes(uint64 InInstanceID, const FMetasoundFrontendDocument& InSourceDoc, FMetasoundFrontendDocument& OutDestDoc) const
{
using namespace Metasound;
OutDestDoc = InSourceDoc;
Frontend::FDocumentHandle Document = Frontend::IDocumentController::CreateDocumentHandle(Frontend::MakeAccessPtr(OutDestDoc.AccessPoint, OutDestDoc));
Frontend::FGraphHandle RootGraph = Document->GetRootGraph();
TArray<FSendInfoAndVertexName> SendInfoAndVertexes = GetSendInfos(InInstanceID);
// Inject receive nodes for each transmittable input
for (const FSendInfoAndVertexName& InfoAndVertexName : SendInfoAndVertexes)
{
// Add receive node to graph
FMetasoundFrontendClassMetadata ReceiveNodeMetadata;
bool bSuccess = GetReceiveNodeMetadataForDataType(InfoAndVertexName.SendInfo.TypeName, ReceiveNodeMetadata);
if (!bSuccess)
{
// TODO: log warning
continue;
}
Frontend::FNodeHandle ReceiveNode = RootGraph->AddNode(ReceiveNodeMetadata);
// Add receive node address to graph
Frontend::FNodeHandle AddressNode = UMetasoundSource::AddInputPinForSendAddress(InfoAndVertexName.SendInfo, RootGraph);
TArray<Frontend::FOutputHandle> AddressNodeOutputs = AddressNode->GetOutputs();
if (AddressNodeOutputs.Num() != 1)
{
// TODO: log warning
continue;
}
Frontend::FOutputHandle AddressOutput = AddressNodeOutputs[0];
TArray<Frontend::FInputHandle> ReceiveAddressInput = ReceiveNode->GetInputsWithVertexName(Metasound::FReceiveNodeNames::GetAddressInputName());
if (ReceiveAddressInput.Num() != 1)
{
// TODO: log error
continue;
}
ensure(ReceiveAddressInput[0]->Connect(*AddressOutput));
// Swap input node connections with receive node connections
Frontend::FNodeHandle InputNode = RootGraph->GetInputNodeWithName(InfoAndVertexName.VertexName);
if (!ensure(InputNode->GetOutputs().Num() == 1))
{
// TODO: handle input node with varying number of outputs or varying output types.
continue;
}
Frontend::FOutputHandle InputNodeOutput = InputNode->GetOutputs()[0];
if (ensure(ReceiveNode->IsValid()))
{
TArray<Frontend::FOutputHandle> ReceiveNodeOutputs = ReceiveNode->GetOutputs();
if (!ensure(ReceiveNodeOutputs.Num() == 1))
{
// TODO: handle array outputs and receive nodes of varying formats.
continue;
}
TArray<Frontend::FInputHandle> ReceiveDefaultInputs = ReceiveNode->GetInputsWithVertexName(Metasound::FReceiveNodeNames::GetDefaultDataInputName());
if (ensure(ReceiveDefaultInputs.Num() == 1))
{
Frontend::FOutputHandle ReceiverNodeOutput = ReceiveNodeOutputs[0];
for (Frontend::FInputHandle NodeInput : InputNodeOutput->GetCurrentlyConnectedInputs())
{
// Swap connections to receiver node
ensure(InputNodeOutput->Disconnect(*NodeInput));
ensure(ReceiverNodeOutput->Connect(*NodeInput));
}
ReceiveDefaultInputs[0]->Connect(*InputNodeOutput);
}
}
}
return true;
}
TArray<FString> UMetasoundSource::GetTransmittableInputVertexNames() const
{
using namespace Metasound;
// Unused inputs are all input vertices that are not in the archetype.
TArray<FString> ArchetypeInputVertexNames;
for (const FMetasoundFrontendClassVertex& Vertex : GetMetasoundArchetype().Interface.Inputs)
{
ArchetypeInputVertexNames.Add(Vertex.Name);
}
Frontend::FConstGraphHandle RootGraph = GetRootGraphHandle();
TArray<FString> GraphInputVertexNames = RootGraph->GetInputVertexNames();
// Filter graph inputs by archetype inputs.
GraphInputVertexNames = GraphInputVertexNames.FilterByPredicate([&](const FString& InName) { return !ArchetypeInputVertexNames.Contains(InName); });
auto IsDataTypeTransmittable = [&](const FString& InVertexName)
{
Frontend::FConstClassInputAccessPtr ClassInputPtr = RootGraph->FindClassInputWithName(InVertexName);
if (const FMetasoundFrontendClassInput* ClassInput = ClassInputPtr.Get())
{
FDataTypeRegistryInfo TypeInfo;
if (Frontend::GetTraitsForDataType(ClassInput->TypeName, TypeInfo))
{
return TypeInfo.bIsTransmittable;
}
}
return false;
};
GraphInputVertexNames = GraphInputVertexNames.FilterByPredicate(IsDataTypeTransmittable);
return GraphInputVertexNames;
}
Metasound::FOperatorSettings UMetasoundSource::GetOperatorSettings(float InSampleRate) const
{
constexpr float BlockRate = 100.f; // Metasound graph gets evaluated 100 times per second.
return Metasound::FOperatorSettings(InSampleRate, BlockRate);
}
Metasound::FSendAddress UMetasoundSource::CreateSendAddress(uint64 InInstanceID, const FString& InVertexName) const
{
using namespace Metasound;
FSendAddress Address;
Address.Subsystem = GetSubsystemNameForSendScope(ETransmissionScope::Global);
Address.ChannelName = FName(FString::Printf(TEXT("%d:%s"), InInstanceID, *InVertexName));
return Address;
}
TArray<UMetasoundSource::FSendInfoAndVertexName> UMetasoundSource::GetSendInfos(uint64 InInstanceID) const
{
using FSendInfo = Metasound::FMetasoundInstanceTransmitter::FSendInfo;
using namespace Metasound::Frontend;
TArray<FSendInfoAndVertexName> SendInfos;
FConstGraphHandle RootGraph = GetRootGraphHandle();
TArray<FString> SendVertices = GetTransmittableInputVertexNames();
for (const FString& VertexName : SendVertices)
{
FConstNodeHandle InputNode = RootGraph->GetInputNodeWithName(VertexName);
for (FConstOutputHandle InputHandle : InputNode->GetConstOutputs())
{
FSendInfoAndVertexName Info;
// TODO: incorporate PointID into address. But need to ensure that PointID
// will be maintained after injecting Receive nodes.
Info.SendInfo.Address = CreateSendAddress(InInstanceID, InputHandle->GetName());
Info.SendInfo.ParameterName = FName(InputHandle->GetDisplayName().ToString()); // TODO: display name hack. Need to have nameing consistent in editor for inputs
Info.SendInfo.TypeName = InputHandle->GetDataType();
Info.VertexName = VertexName;
SendInfos.Add(Info);
}
}
return SendInfos;
}
const TArray<FMetasoundFrontendArchetype>& UMetasoundSource::GetPreferredMetasoundArchetypes() const
{
static const TArray<FMetasoundFrontendArchetype> Preferred({GetMonoSourceArchetype(), GetStereoSourceArchetype()});
return Preferred;
}
const FString& UMetasoundSource::GetOnPlayInputName()
{
static const FString TriggerInputName = TEXT("On Play");
return TriggerInputName;
}
const FString& UMetasoundSource::GetAudioOutputName()
{
static const FString AudioOutputName = TEXT("Generated Audio");
return AudioOutputName;
}
const FString& UMetasoundSource::GetIsFinishedOutputName()
{
static const FString OnFinishedOutputName = TEXT("On Finished");
return OnFinishedOutputName;
}
const FString& UMetasoundSource::GetAudioDeviceHandleVariableName()
{
static const FString AudioDeviceHandleVarName = TEXT("AudioDeviceHandle");
return AudioDeviceHandleVarName;
}
const FMetasoundFrontendArchetype& UMetasoundSource::GetBaseArchetype()
{
auto CreateBaseArchetype = []() -> FMetasoundFrontendArchetype
{
FMetasoundFrontendArchetype Archetype;
FMetasoundFrontendClassVertex OnPlayTrigger;
OnPlayTrigger.Name = UMetasoundSource::GetOnPlayInputName();
OnPlayTrigger.Metadata.DisplayName = FText::FromString(OnPlayTrigger.Name);
OnPlayTrigger.TypeName = Metasound::Frontend::GetDataTypeName<Metasound::FBop>();
OnPlayTrigger.Metadata.Description = LOCTEXT("OnPlayTriggerToolTip", "Trigger executed when this source is played.");
OnPlayTrigger.PointIDs.Add(FGuid::NewGuid());
Archetype.Interface.Inputs.Add(OnPlayTrigger);
FMetasoundFrontendClassVertex OnFinished;
OnFinished.Name = UMetasoundSource::GetIsFinishedOutputName();
OnFinished.Metadata.DisplayName = FText::FromString(OnFinished.Name);
OnFinished.TypeName = Metasound::Frontend::GetDataTypeName<Metasound::FBop>();
OnFinished.Metadata.Description = LOCTEXT("OnFinishedToolTip", "Bop executed to initiate stopping the source.");
OnFinished.PointIDs.Add(FGuid::NewGuid());
Archetype.Interface.Outputs.Add(OnFinished);
FMetasoundFrontendEnvironmentVariable AudioDeviceHandle;
AudioDeviceHandle.Name = UMetasoundSource::GetAudioDeviceHandleVariableName();
AudioDeviceHandle.Metadata.DisplayName = FText::FromString(AudioDeviceHandle.Name);
AudioDeviceHandle.Metadata.Description = LOCTEXT("AudioDeviceHandleToolTip", "Audio device handle");
Archetype.Interface.Environment.Add(AudioDeviceHandle);
return Archetype;
};
static const FMetasoundFrontendArchetype BaseArchetype = CreateBaseArchetype();
return BaseArchetype;
}
const FMetasoundFrontendArchetype& UMetasoundSource::GetMonoSourceArchetype()
{
auto CreateMonoArchetype = []() -> FMetasoundFrontendArchetype
{
FMetasoundFrontendArchetype Archetype = GetBaseArchetype();
Archetype.Name = FName(TEXT("MonoSource"));
FMetasoundFrontendClassVertex GeneratedAudio;
GeneratedAudio.Name = UMetasoundSource::GetAudioOutputName();
GeneratedAudio.TypeName = Metasound::Frontend::GetDataTypeName<Metasound::FMonoAudioFormat>();
GeneratedAudio.Metadata.DisplayName = LOCTEXT("GeneratedMono", "Mono");
GeneratedAudio.Metadata.Description = LOCTEXT("GeneratedAudioToolTip", "The resulting output audio from this source.");
GeneratedAudio.PointIDs.Add(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", "Stereo");
GeneratedAudio.Metadata.Description = LOCTEXT("GeneratedAudioToolTip", "The resulting output audio from this source.");
GeneratedAudio.PointIDs.Add(FGuid::NewGuid());
Archetype.Interface.Outputs.Add(GeneratedAudio);
return Archetype;
};
static const FMetasoundFrontendArchetype StereoArchetype = CreateStereoArchetype();
return StereoArchetype;
}
#undef LOCTEXT_NAMESPACE