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154 lines
4.1 KiB
C++
154 lines
4.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Logging/LogMacros.h"
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#include "AudioMixerDevice.h"
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#include "AVEncoder.h"
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#include "RHI.h"
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#include "RHIResources.h"
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class SWindow;
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class IGameplayMediaEncoderListener
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{
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public:
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virtual void OnMediaSample(const AVEncoder::FAVPacket& Sample) = 0;
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};
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class GAMEPLAYMEDIAENCODER_API FGameplayMediaEncoder final : private ISubmixBufferListener, private AVEncoder::IAudioEncoderListener, private AVEncoder::IVideoEncoderListener
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{
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public:
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/**
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* Get the singleton
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*/
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static FGameplayMediaEncoder* Get();
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~FGameplayMediaEncoder();
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bool RegisterListener(IGameplayMediaEncoderListener* Listener);
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void UnregisterListener(IGameplayMediaEncoderListener* Listener);
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void SetVideoBitrate(uint32 Bitrate);
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void SetVideoFramerate(uint32 Framerate);
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/*
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* When capturing frame data, we should use the App Time rather than Platform time
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* Default is to use Platform Time
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* This is useful for fixed framerate video rendering
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* **AUDIO is not supported**
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*/
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void SetFramesShouldUseAppTime(bool bUseAppTime);
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bool IsFramesUsingAppTime() const
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{
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static bool bIsForcedAppTime = FParse::Param(FCommandLine::Get(), TEXT("GameplayMediaEncoder.UseAppTime"));
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return bIsForcedAppTime || bShouldFramesUseAppTime;
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}
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double QueryClock() const
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{
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return IsFramesUsingAppTime() ? FApp::GetCurrentTime() : FPlatformTime::Seconds();
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}
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/**
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* Returns the audio codec name and configuration
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*/
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TPair<FString, AVEncoder::FAudioEncoderConfig> GetAudioConfig() const;
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TPair<FString, AVEncoder::FVideoEncoderConfig> GetVideoConfig() const;
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bool Initialize();
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void Shutdown();
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bool Start();
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void Stop();
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static void InitializeCmd()
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{
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// We call Get(), so it creates the singleton
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Get()->Initialize();
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}
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static void ShutdownCmd()
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{
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// We call Get(), so it creates the singleton
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Get()->Shutdown();
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}
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static void StartCmd()
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{
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// We call Get(), so it creates the singleton
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Get()->Start();
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}
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static void StopCmd()
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{
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// We call Get(), so it creates the singleton
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Get()->Stop();
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}
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private:
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// Private to control how our single instance is created
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FGameplayMediaEncoder();
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// Returns how long it has been recording for.
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FTimespan GetMediaTimestamp() const;
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// Back buffer capture
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void OnBackBufferReady(SWindow& SlateWindow, const FTexture2DRHIRef& BackBuffer);
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// ISubmixBufferListener interface
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void OnNewSubmixBuffer(const USoundSubmix* OwningSubmix, float* AudioData, int32 NumSamples, int32 NumChannels, const int32 SampleRate, double AudioClock) override;
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void ProcessAudioFrame(const float* AudioData, int32 NumSamples, int32 NumChannels, int32 SampleRate);
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void ProcessVideoFrame(const FTexture2DRHIRef& BackBuffer);
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bool ChangeVideoConfig();
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//
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// AVEncoder::IAudioEncoderListener interface
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void OnEncodedAudioFrame(const AVEncoder::FAVPacket& Packet) override;
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//
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// AVEncoder::IVideoEncoderListener interface
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void OnEncodedVideoFrame(const AVEncoder::FAVPacket& Packet, AVEncoder::FEncoderVideoFrameCookie* Cookie) override;
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void OnEncodedFrame(const AVEncoder::FAVPacket& Packet);
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FCriticalSection ListenersCS;
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TArray<IGameplayMediaEncoderListener*> Listeners;
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FCriticalSection AudioProcessingCS;
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FCriticalSection VideoProcessingCS;
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TUniquePtr<AVEncoder::FAudioEncoder> AudioEncoder;
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TUniquePtr<AVEncoder::FVideoEncoder> VideoEncoder;
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uint64 NumCapturedFrames = 0;
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FTimespan StartTime = 0;
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// Instead of using the AudioClock parameter ISubmixBufferListener::OnNewSubmixBuffer gives us, we calculate our own, by
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// advancing it as we receive more data.
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// This is so that we can adjust the clock if things get out of sync, such as if we break into the debugger.
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double AudioClock = 0;
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FTimespan LastVideoInputTimestamp = 0;
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bool bAudioFormatChecked = false;
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bool bDoFrameSkipping = false;
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friend class FGameplayMediaEncoderModule;
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static FGameplayMediaEncoder* Singleton;
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// live streaming: quality adaptation to available uplink b/w
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TAtomic<uint32> NewVideoBitrate{ 0 };
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FThreadSafeBool bChangeBitrate = false;
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TAtomic<uint32> NewVideoFramerate{ 0 };
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FThreadSafeBool bChangeFramerate = false;
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bool bShouldFramesUseAppTime = false;
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};
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