Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundWave.cpp
Maxwell Hayes ca8b80f876 Fix for sounds crashing editor on Mac
#jira UE-107196
#rb Aaron.McLeran

[CL 15227866 by Maxwell Hayes in ue5-main branch]
2021-01-27 19:38:50 -04:00

171 lines
5.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundWave.h"
#include "MetasoundPrimitives.h"
#include "IAudioCodec.h"
#include "IAudioCodecRegistry.h"
#include "Sound/SoundWave.h"
#include "DecoderInputFactory.h"
#include "AudioDeviceManager.h"
#include "AudioDevice.h"
namespace Audio
{
bool FSimpleDecoderWrapper::Initialize(const InitParams& InInitParams, const FSoundWaveProxy& InWave)
{
// validate data
if (false == InWave.IsStreaming())
{
ensureAlwaysMsgf(InWave.IsStreaming(), TEXT("Metasounds does not support Force Inline (sound must be streaming)"));
Input.Reset();
Output.Reset();
Decoder.Reset();
bDecoderIsDone = false;
return false;
}
// initialize input/output data
InputSampleRate = InWave.GetSampleRate();
OutputSampleRate = InInitParams.OutputSampleRate;
FsInToFsOutRatio = (InputSampleRate / OutputSampleRate);
MaxPitchShiftRatio = FMath::Pow(2.f, InInitParams.MaxPitchShiftMagnitudeAllowedInOctaves);
MaxPitchShiftCents = InInitParams.MaxPitchShiftMagnitudeAllowedInOctaves * 1200.f;
NumChannels = InWave.GetNumChannels();
DecodeBlockSizeInFrames = InInitParams.OutputBlockSizeInFrames;
DecodeBlockSizeInSamples = DecodeBlockSizeInFrames * NumChannels;
// set Circular Buffer capacity
CircularDecoderOutputBuffer.SetCapacity(DecodeBlockSizeInSamples * (1.f + FsInToFsOutRatio * MaxPitchShiftRatio));
// try to initialize decoders
bool bSuccessful = InitializeDecodersInternal(InWave);
bDecoderIsDone = !bSuccessful;
return bSuccessful;
}
uint32 FSimpleDecoderWrapper::GenerateAudio(float* OutputDest, int32 NumOutputFrames, float PitchShiftInCents)
{
PitchShiftInCents = FMath::Clamp(PitchShiftInCents, -MaxPitchShiftCents, MaxPitchShiftCents);
const float PitchShiftRatio = FMath::Pow(2.f, PitchShiftInCents / 1200.f);
const float TotalInSamplesOutSamplesRatio = PitchShiftRatio * FsInToFsOutRatio;
const uint32 NumOutputSamples = NumOutputFrames * NumChannels;
uint32 NumSamplesToDecode = NumChannels * NumOutputFrames * TotalInSamplesOutSamplesRatio;
if (NumSamplesToDecode % 2)
{
++NumSamplesToDecode;
}
// zero the output
FMemory::Memzero(OutputDest, NumOutputSamples * sizeof(float));
// TODO: calculate the ratio first using SR & PS, then see if the ratio is 1.0f
const bool bNeedsSRC = !(FMath::IsNearlyZero(PitchShiftInCents) && FMath::IsNearlyEqual(InputSampleRate, OutputSampleRate));
// Decode audio until we have enough to satisfy the output (post SRC)
while (!bDecoderIsDone && (CircularDecoderOutputBuffer.Num() < NumSamplesToDecode))
{
// get more audio from the decoder
Audio::IDecoderOutput::FPushedAudioDetails Details;
bDecoderIsDone = (Decoder->Decode() == Audio::IDecoder::EDecodeResult::Finished);
PreSrcBuffer.Reset(DecodeBlockSizeInSamples);
PreSrcBuffer.AddZeroed(DecodeBlockSizeInSamples);
const int32 NumSamplesDecoded = Output->PopAudio(MakeArrayView(PreSrcBuffer.GetData(), DecodeBlockSizeInSamples), Details);
// push that (interleaved) audio to the (interleaved) circular buffer
int32 NumPushed = CircularDecoderOutputBuffer.Push(PreSrcBuffer.GetData(), NumSamplesDecoded);
ensure(NumPushed == NumSamplesDecoded); // there will be a discontinuity in the output because our CircularDecoderOutputBuffer was not large enough!
}
// now that we have enough audio decoded, pop off the circular buffer into an interleaved, pre-src temp buffer
// (It is possible that CircularDecoderOutputBuffer.Num() < NumOutputSamples if the decoder is dry...)
const uint32 NumSamplesToPop = FMath::Min(CircularDecoderOutputBuffer.Num(), NumSamplesToDecode);
const uint32 NumPostSrcSamples = NumOutputFrames * NumChannels;
PreSrcBuffer.Reset(NumSamplesToPop);
PreSrcBuffer.AddZeroed(NumSamplesToPop);
// TODO: if we don't need SRC, just pop directly into the output buffer and call it a day
// pop into pre-src buffer
uint32 NumSamplesPopped = CircularDecoderOutputBuffer.Pop(PreSrcBuffer.GetData(), NumSamplesToPop);
ensure(NumSamplesPopped == NumSamplesToPop); // Circular buffer is too small! there will be discontinuities in the output
// holds result of sample rate conversion
float* PostSrcBufferPtr = PreSrcBuffer.GetData(); // assume no SRC
int32 NumFramesConverted = NumSamplesToPop / NumChannels;
if (bNeedsSRC)
{
// perform SRC
Resampler.Init(Audio::EResamplingMethod::Linear, 1.f / TotalInSamplesOutSamplesRatio, NumChannels);
// something is wrong
int32 Error = Resampler.ProcessAudio(PreSrcBuffer.GetData(), NumSamplesToPop / NumChannels, false, OutputDest, NumOutputFrames, NumFramesConverted);
ensure(!Error);
if (Error)
{
bDecoderIsDone = false;
Input.Reset();
Output.Reset();
Decoder.Reset();
}
}
else
{
FMemory::Memcpy(OutputDest, PreSrcBuffer.GetData(), NumOutputSamples * sizeof(float));
}
if (NumFramesConverted < (int32)NumOutputFrames)
{
bDecoderIsDone = true;
}
return NumFramesConverted;
}
bool FSimpleDecoderWrapper::InitializeDecodersInternal(const FSoundWaveProxy& Wave)
{
// Input:
FName OldFormat = Wave.GetRuntimeFormat();
Input = MakeShareable(Audio::CreateBackCompatDecoderInput(OldFormat, Wave).Release());
if (!Input)
{
return false;
}
// aquire codec:
ICodecRegistry::FCodecPtr Codec = ICodecRegistry::Get().FindCodecByParsingInput(Input.Get());
if (!Codec)
{
return false;
}
// specify requirements
IDecoderOutput::FRequirements Reqs
{
Float32_Interleaved,
static_cast<int32>(DecodeBlockSizeInFrames),
static_cast<int32>(OutputSampleRate)
};
// Output:
Output = IDecoderOutput::Create(Reqs);
// Decoder:
Decoder = Codec->CreateDecoder(Input.Get(), Output.Get());
// return true if all the components were succesfully create
return Input.IsValid() && Output.IsValid() && Decoder.IsValid();
}
} // namesapce Audio