Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundAudioBusReaderNode.cpp
Aaron McLeran dee01b6af7 MetaSound audio bus reader node
#rb Jimmy.Smith
#jira UE-150585
#preflight 62bde1c73f0d6beee2972691

[CL 20904173 by Aaron McLeran in ue5-main branch]
2022-06-30 17:09:21 -04:00

233 lines
8.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AudioDevice.h"
#include "Internationalization/Text.h"
#include "MetasoundExecutableOperator.h"
#include "MetasoundEngineNodesNames.h"
#include "MetasoundNodeRegistrationMacro.h"
#include "MetasoundParamHelper.h"
#include "DSP/ConvertDeinterleave.h"
#include "MetasoundAudioBuffer.h"
#include "MetasoundAudioBus.h"
#include "MetasoundStandardNodesCategories.h"
#include "MetasoundFacade.h"
#include "AVEncoder/Public/MediaPacket.h"
#define LOCTEXT_NAMESPACE "MetasoundAudioBusNode"
namespace Metasound
{
namespace AudioBusReaderNode
{
METASOUND_PARAM(InParamAudioBusInput, "Audio Bus", "Audio Bus Asset.")
METASOUND_PARAM(OutParamAudio, "Out {0}", "Audio bus output for channel {0}.");
}
template <uint32 NumChannels>
class TAudioBusReaderOperator : public TExecutableOperator<TAudioBusReaderOperator<NumChannels>>
{
public:
static const FNodeClassMetadata& GetNodeInfo()
{
auto InitNodeInfo = []() -> FNodeClassMetadata
{
FName OperatorName = *FString::Printf(TEXT("Audio Bus Reader (%d)"), NumChannels);
FText NodeDisplayName = METASOUND_LOCTEXT_FORMAT("AudioBusReaderDisplayNamePattern", "Audio Bus Reader ({0})", NumChannels);
FNodeClassMetadata Info;
Info.ClassName = { EngineNodes::Namespace, OperatorName, TEXT("") };
Info.MajorVersion = 1;
Info.MinorVersion = 0;
Info.DisplayName = NodeDisplayName;
Info.Description = METASOUND_LOCTEXT("AudioBusReader_Description", "Outputs audio data from the audio bus asset.");
Info.Author = PluginAuthor;
Info.PromptIfMissing = PluginNodeMissingPrompt;
Info.DefaultInterface = GetVertexInterface();
Info.CategoryHierarchy.Emplace(NodeCategories::Io);
return Info;
};
static const FNodeClassMetadata Info = InitNodeInfo();
return Info;
}
static const FVertexInterface& GetVertexInterface()
{
using namespace AudioBusReaderNode;
auto CreateVertexInterface = []() -> FVertexInterface
{
FInputVertexInterface InputInterface;
InputInterface.Add(TInputDataVertex<FAudioBusAsset>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamAudioBusInput)));
FOutputVertexInterface OutputInterface;
for (uint32 i = 0; i < NumChannels; ++i)
{
OutputInterface.Add(TOutputDataVertex<FAudioBuffer>(METASOUND_GET_PARAM_NAME_WITH_INDEX_AND_METADATA(OutParamAudio, i)));
}
return FVertexInterface(InputInterface, OutputInterface);
};
static const FVertexInterface Interface = CreateVertexInterface();
return Interface;
}
static TUniquePtr<IOperator> CreateOperator(const FCreateOperatorParams& InParams, FBuildErrorArray& OutErrors)
{
using namespace Frontend;
using namespace AudioBusReaderNode;
const FDataReferenceCollection& InputCollection = InParams.InputDataReferences;
Audio::FDeviceId AudioDeviceId = InParams.Environment.GetValue<Audio::FDeviceId>(SourceInterface::Environment::DeviceID);
int32 AudioMixerOutputFrames = InParams.Environment.GetValue<int32>(SourceInterface::Environment::AudioMixerNumOutputFrames);
FAudioBusAssetReadRef AudioBusIn = InputCollection.GetDataReadReferenceOrConstruct<FAudioBusAsset>(METASOUND_GET_PARAM_NAME(InParamAudioBusInput));
return MakeUnique<TAudioBusReaderOperator<NumChannels>>(InParams.OperatorSettings, AudioMixerOutputFrames, AudioDeviceId, AudioBusIn);
}
TAudioBusReaderOperator(const FOperatorSettings& InSettings, int32 InAudioMixerOutputFrames, Audio::FDeviceId InAudioDeviceId, const FAudioBusAssetReadRef& InAudioBusAsset)
: AudioBusAsset(InAudioBusAsset)
, AudioMixerOutputFrames(InAudioMixerOutputFrames)
, AudioDeviceId(InAudioDeviceId)
, SampleRate(InSettings.GetSampleRate())
{
for (int32 ChannelIndex = 0; ChannelIndex < NumChannels; ++ChannelIndex)
{
AudioOutputs.Add(FAudioBufferWriteRef::CreateNew(InSettings));
}
const FAudioBusProxyPtr& AudioBusProxy = AudioBusAsset->GetAudioBusProxy();
if (FAudioDeviceManager* ADM = FAudioDeviceManager::Get())
{
if (FAudioDevice* AudioDevice = ADM->GetAudioDeviceRaw(AudioDeviceId))
{
// Start the audio bus in case it's not already started
AudioBusChannels = AudioBusProxy->NumChannels;
AudioDevice->StartAudioBus(AudioBusProxy->AudioBusId, AudioBusChannels, false);
AudioBusPatchOutput = AudioDevice->AddPatchForAudioBus(AudioBusProxy->AudioBusId);
}
}
}
virtual ~TAudioBusReaderOperator()
{
}
virtual FDataReferenceCollection GetInputs() const override
{
using namespace AudioBusReaderNode;
FDataReferenceCollection InputDataReferences;
InputDataReferences.AddDataReadReference(METASOUND_GET_PARAM_NAME(InParamAudioBusInput), FAudioBusAssetReadRef(AudioBusAsset));
return InputDataReferences;
}
virtual FDataReferenceCollection GetOutputs() const override
{
using namespace AudioBusReaderNode;
FDataReferenceCollection OutputDataReferences;
for (int32 ChannelIndex = 0; ChannelIndex < NumChannels; ++ChannelIndex)
{
OutputDataReferences.AddDataReadReference(METASOUND_GET_PARAM_NAME_WITH_INDEX(OutParamAudio, ChannelIndex), FAudioBufferWriteRef(AudioOutputs[ChannelIndex]));
}
return OutputDataReferences;
}
void Execute()
{
const int32 BlockSizeFrames = AudioOutputs[0]->Num();
const int32 NumSamplesToPop = BlockSizeFrames * AudioBusChannels;
// We want to write out zeroed audio until there is enough audio queued up in the patch output to avoid any underruns due to thread timing.
// From testing, waiting for the first buffer for 3 times the size of a single metasound block was sufficient to avoid pops.
// Once we have started popping audio off the patch output, we want to keep it popping. Unless there are CPU underruns, there should be enough
// runway to keep it from underruning. We employ a little bit of a wait with a time out just to decrease the chance that there will be any missed buffers.
// In practice, this wait should rarely, if ever, actually cause a wait in this metasound execute.
bool bPerformPop = false;
if (bFirstBlock)
{
// Tuned amount to wait for first rendered block to account for any timing issues between the audio render thread and the metasound task
constexpr int32 FirstBlockBufferCount = 3;
if (AudioBusPatchOutput->GetNumSamplesAvailable() > FirstBlockBufferCount * NumSamplesToPop)
{
bFirstBlock = false;
bPerformPop = true;
InterleavedBuffer.Reset();
InterleavedBuffer.AddUninitialized(NumSamplesToPop);
}
}
else if (AudioBusPatchOutput->WaitUntilNumSamplesAvailable(NumSamplesToPop, static_cast<uint32>(0.5f * BlockSizeFrames * SampleRate)))
{
bPerformPop = true;
}
if (bPerformPop)
{
// Pop off the interleaved data from the audio bus
AudioBusPatchOutput->PopAudio(InterleavedBuffer.GetData(), NumSamplesToPop, false);
const uint32 MinChannels = FMath::Min(NumChannels, AudioBusChannels);
for (uint32 ChannelIndex = 0; ChannelIndex < MinChannels; ++ChannelIndex)
{
float* AudioOutputBufferPtr = AudioOutputs[ChannelIndex]->GetData();
for (int32 FrameIndex = 0; FrameIndex < BlockSizeFrames; ++FrameIndex)
{
AudioOutputBufferPtr[FrameIndex] = InterleavedBuffer[FrameIndex * AudioBusChannels + ChannelIndex];
}
}
}
else
{
UE_CLOG(!bFirstBlock, LogMetaSound, Warning, TEXT("Underrun detected in audio bus reader node."));
}
}
private:
FAudioBusAssetReadRef AudioBusAsset;
TArray<FAudioBufferWriteRef> AudioOutputs;
TArray<float> InterleavedBuffer;
int32 AudioMixerOutputFrames = INDEX_NONE;
Audio::FDeviceId AudioDeviceId = INDEX_NONE;
float SampleRate = 0.0f;
Audio::FPatchOutputStrongPtr AudioBusPatchOutput;
TUniquePtr<Audio::IConvertDeinterleave> ConvertDeinterleave;
Audio::FMultichannelBuffer DeinterleavedBuffer;
uint32 AudioBusChannels = INDEX_NONE;
bool bFirstBlock = true;
};
template<uint32 NumChannels>
class TAudioBusReaderNode : public FNodeFacade
{
public:
TAudioBusReaderNode(const FNodeInitData& InitData)
: FNodeFacade(InitData.InstanceName, InitData.InstanceID, TFacadeOperatorClass<TAudioBusReaderOperator<NumChannels>>())
{
}
};
#define REGISTER_AUDIO_BUS_READER_NODE(ChannelCount) \
using FTriggerSequenceNode_##ChannelCount = TAudioBusReaderNode<ChannelCount>; \
METASOUND_REGISTER_NODE(FTriggerSequenceNode_##ChannelCount) \
REGISTER_AUDIO_BUS_READER_NODE(1)
REGISTER_AUDIO_BUS_READER_NODE(2)
}
#undef LOCTEXT_NAMESPACE