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#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3235199 on 2016/12/14 by Joe.Barnes
Fix new compile error for missing #define
Change 3235340 on 2016/12/14 by Arciel.Rekman
Linux: refactor of some PlatformMisc functions.
- RootDir() removed since it was a no-op.
- Old EngineDir() implementation removed in favor of more generic one that should handle foreign engine dir.
- Change by CengizT,
Change 3237014 on 2016/12/15 by Michael.Trepka
Fixed a crash in FChunkCacheWorker constructor
Change 3238305 on 2016/12/16 by Josh.Adams
- Added a None option to the FKey customization, unless the FKey property had NoClear on it
Change 3240823 on 2016/12/20 by Josh.Stoddard
Device profiles don't work for iPadPro 9.7 and 12.9
#jira UE-39943
Change 3241103 on 2016/12/20 by Alicia.Cano
Android support from Visual Studio
#jira UEPLAT-1421
#android
Change 3241357 on 2016/12/20 by Chris.Babcock
Add gameActivityOnNewIntentAddtions section to Android UPL
#jira UE-38986
#PR #2969
#ue4
#android
Change 3241941 on 2016/12/21 by Alicia.Cano
Build Fix
Change 3249832 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249837 on 2017/01/06 by Nick.Shin
black box issues fixed:
use device pixel ratio during width and height checks
and use canvas dimensions if in full screen -- otherwise store SDL_window dimensions for future use
#jira UE-36341 HTML5 - View is incorrectly drawn
#jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On
Change 3249988 on 2017/01/06 by Josh.Adams
- Disable the HeartBeat() function on platforms that don't actually want to use the HeartbeatThread
#jira UE-40305, UE-39291, UE-40113
Change 3253720 on 2017/01/11 by Josh.Adams
- Added support for a config class to use a specific platform's config hierarchy, so that the editor can read NDA'd platform default settings without needing the settings to in Base*.ini
- See SwitchRuntimeSettings.h / GetConfigOverridePlatform()
- Addiontally made it so that NDAd platforms are saved to Project/Platform/Platform*.ini, instead of Project/Default*.ini (to keep samples .ini files free of NDAd platform settings).
- See UObject::GetDefaultConfigFilename()
- Updated some minor ShooterGame switch settings while cleaning this up
Change 3254162 on 2017/01/11 by Daniel.Lamb
Avoid trying to load empty package names.
Fixed issue with iterative ini files being unparseable if they inlcude a colon in them.
#jira UE-40257, UE-35001
#test Cook QAGame
Change 3255309 on 2017/01/12 by Daniel.Lamb
In the derived datacache commandlet wait for texture building to finish before we GC.
#test DDC QAGame
Change 3255311 on 2017/01/12 by Daniel.Lamb
Removed debug logging for shader compilation.
Issue hasn't occured in a while and the logging is annoying.
#test Cook QAGame
Change 3257024 on 2017/01/13 by Josh.Adams
- Reread in the target RHIs array every time the list of shader types is needed, instead of caching, because the user could change the settings in the editor, then click cook.
#jira UE-38691
Change 3259636 on 2017/01/16 by Josh.Adams
- Fixed split screen render issue with payer 2 getting no geometry
#jira UE-40684
Change 3260159 on 2017/01/17 by Ben.Marsh
Added extra logging when deleting a directory fails during ReconcileWorkspace.
Change 3260300 on 2017/01/17 by Ben.Marsh
More logging for cleaning workspaces.
Change 3261056 on 2017/01/17 by Daniel.Lamb
Cook on the fly builds now resolve string asset references.
#test Trivial
Change 3262803 on 2017/01/18 by Joe.Graf
Added missing support for compiling plugins external to Engine/Plugins & Game/Plugins
Change 3262852 on 2017/01/18 by Joe.Graf
Fixed the bad robomerge
Don't try to regenerate projects when adding a content only plugin to a content only project
Change 3264930 on 2017/01/19 by Joe.Barnes
#include some header files needed when building UFE.
Change 3265728 on 2017/01/20 by Will.Fissler
PlatformShowcase - Added TestBed_MobileFeatures .umap and related test content.
Change 3267188 on 2017/01/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3267439 on 2017/01/22 by Arciel.Rekman
Fix Dev-Platform build.
- Fixed just to have it compile; perhaps a proper fix is needed.
- Seems to be caused by CL 3265587 (delegate was changed to return an array of search results instead of a single one).
Change 3267556 on 2017/01/23 by Arciel.Rekman
Linux: fix MoveFile to work across file systems.
- PR #3141 with slight changes.
Change 3267843 on 2017/01/23 by Arciel.Rekman
Remove name collision (macro vs libc++).
- Redoing CL 3259310.
Change 3267850 on 2017/01/23 by Arciel.Rekman
Fix wrong always true condition.
- PLATFORM_LINUX is always defined, but can be 0.
Change 3268048 on 2017/01/23 by Daniel.Lamb
Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear.
#test Rebuild lighting Paragon
Change 3268403 on 2017/01/23 by Josh.Adams
#BUILDUPGRADENOTES
- Moved XboxOne and PS4 settings into platform specific .ini files (after using GetConfigOverridePlatform() in their class delcarations)
- Licensee games that have PS4, XboxOne, Switch settings in DefaultEngine.ini will have those settings saved in the platform version next time the project settings are edited. DOCUMENT THIS!
Change 3272441 on 2017/01/25 by Chris.Babcock
Fixed documentation error in UnrealPluginLanguage
#ue4
#android
Change 3272478 on 2017/01/25 by Chris.Babcock
Fix another documentation error in UnrealPluginLanguage
#ue4
Change 3272826 on 2017/01/25 by Chris.Babcock
Google Cloud Messaging plugin for Android
#jira UEPLAT-1458
#ue4
#android
Change 3272839 on 2017/01/25 by Chris.Babcock
Fix name of Google Cloud Messaging Sender ID
#ue4
#android
Change 3273837 on 2017/01/26 by Daniel.Lamb
Added check to ensure editor never saves source texture data which has had ReleaseSourceMemory called on it.
Instead crash as this is a loss of content situation.
#test Cook paragon cook qagame
Change 3274122 on 2017/01/26 by Alicia.Cano
Runtime permissions support on Android
- Removing certain permissions
#jira UE-38512
#android
Change 3274311 on 2017/01/26 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3274794 on 2017/01/27 by Arciel.Rekman
Linux: fix installed SDK check (UE-40392).
- Pull request #3111 by rubu.
Change 3274803 on 2017/01/27 by Arciel.Rekman
Linux: added few more exceptions to .gitignore (UE-39612).
- Pull request #3026 by ardneran.
Change 3276247 on 2017/01/27 by Nick.Shin
HTML5 HeapSize settings - make use of it from UE4 Editor:Platforms:HTML5:Memory:HeapSize
note: emscripten says this is really no longer needed when using [ -s ALLOW_MEMORY_GROWTH=1 ] -- but tests have shown when using that, the game load/compile times takes longer
#jira UE-34753 Zen Garden cannot compile in HTML5
#jira UE-40815 Launching QAGame for HTML5 creates an 'uncaught exception: out of memory'.
Change 3276347 on 2017/01/27 by dan.reynolds
Android Streaming Test Content
Change 3276682 on 2017/01/29 by Nick.Shin
HTML5 thirdparty build scripts
- fix up what looks like a bad merge
- allow linux to also build these libs
- fixed harfbuzz to use freetype2-2.6 when building HTML5 libs
- tested on mac, linux, and windows (git-bash)
Change 3276796 on 2017/01/29 by Nick.Shin
HTML5 thirdparty (python) build scripts
- linux patches from mozilla's jukka
- tested on mac and, linux, and windows (git-bash)
part of:
#jira UEPLAT-1437 (4.16) Switch [to] web assembly
Change 3276803 on 2017/01/29 by Nick.Shin
HTML5 thirdparty build scripts
- getting ready to build with (new toolchain that has) wasm support
- minor fix to handle whitespace in project path
- tested on mac and, linux, and windows (git-bash)
part of:
#jira UEPLAT-1437 (4.16) Switch [to] web assembly
Change 3278007 on 2017/01/30 by Arciel.Rekman
SteamVR: whitelist for Linux.
- Makes Blueprint functions available in Linux builds, even if stubbed.
- Can be probably whitelisted for Mac too.
Change 3278172 on 2017/01/30 by Arciel.Rekman
Do not rebuild UnrealPak locally (UE-41285).
Change 3279873 on 2017/01/31 by Brent.Pease
+ Implement streaming in Vorbis
+ Add streaming to Android audio
+ Fix audio streaming chunk race condition
Change 3280063 on 2017/01/31 by Brent.Pease
GitHub 2949 : Fix for crashes when backgrounding/sleeping on iOS metal devices
#2949
#jira UE-38829
Change 3280072 on 2017/01/31 by Brent.Pease
PR #2889: Add -distribution when iOS distribution Packaging. with IPhonePackage.exe (Contributed by sangpan)
https://github.com/EpicGames/UnrealEngine/pull/2889
#jira ue-37874
#2889
Change 3280091 on 2017/01/31 by Arciel.Rekman
Linux: fix "unable to make writable" toast (UE-37228).
- Also fixed other platforms that returned inverted the error result.
Change 3280624 on 2017/01/31 by Brent.Pease
PR #2891: iOS IDFV string allocation fix (Contributed by robertfsegal)
https://github.com/EpicGames/UnrealEngine/pull/2891
#2891
#jira ue-37891
Change 3280625 on 2017/01/31 by Brent.Pease
GitHub 2576 - Fix UIImagePickerController crash
#2576
#jira UE-328888
Change 3281618 on 2017/02/01 by Josh.Adams
- Fixed hopeful compile error with missing inlcude
#jira UE-41415
Change 3282277 on 2017/02/01 by Josh.Adams
- Support 0.12.16 and 1.1.1 (the first versions that can share Oasis)
Change 3282441 on 2017/02/01 by Arciel.Rekman
Fix Linux editor splash screen (UE-28123).
Change 3282580 on 2017/02/01 by Nick.Shin
HTML5 - fix "firefox nighly" issue with:
failed to compile wasm module: CompileError: at offset XXX: initial memory size too big:
WARNING: this greatly impacts (in browser) compile times
Change 3285991 on 2017/02/03 by Chris.Babcock
Fix executable path for stripping Android debug symbols (handle non-Windows properly)
#jira UE-41238
#ue4
#android
Change 3286406 on 2017/02/03 by Chris.Babcock
Save and restore texture filtering for movie playback in all cases
#jira UE-41565
#ue4
#android
Change 3286800 on 2017/02/04 by Chris.Babcock
Fix executable path for stripping Android debug symbols (handle non-Windows properly)
#jira UE-41238
#ue4
#android
Change 3288598 on 2017/02/06 by Arciel.Rekman
CodeLite fixes.
- Use *-Linux-Debug binary for Debug configuration.
- Fix virtual paths.
Change 3288864 on 2017/02/06 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
- Note, Switch is known to not boot with this, fix coming next
Change 3289364 on 2017/02/06 by Josh.Adams
[BUILDUPGRADENOTES] - Fixed the "type" of the desktop device profiles to be Windows, not WindowsNoEditor, etc. It should be the platform, not a random string.
- Updated how DeviceProfiles are loaded, especially in the editor, so that we can have NDAd platforms have their default DP values in platform-hidden files
- This makes use of the ability for a class to override the platform hierarchy in the editor (like we do with other editor-exposed platform objects)
- Added Config/[PS4|XboxOne|Switch]/ConfidentialPlatform.ini files so that the DP loading code knows to look in their directories for DPs. See FGenericPlatformMisc::GetConfidentialPlatforms() for more information
- Note that saving still saves the entire DP to the .ini. Next DP change is to have them properly save against their 2(!) parents - the .ini file earlier in the hierarchy, and the parent DP object. Makes it tricky, for sure.
- Added FConfigFile::GetArray (previous was only on FConfigCacheIni)
Change 3289796 on 2017/02/07 by Arciel.Rekman
Linux: remove leftover CEF build script.
Change 3289872 on 2017/02/07 by Arciel.Rekman
Linux: install MIME types (UE-40954).
- Pull request #3154 by RicardoEPRodrigues.
Change 3289915 on 2017/02/07 by Josh.Adams
- Fixed CIS warnings
Change 3289916 on 2017/02/07 by Arciel.Rekman
Linux: remove -opengl4 from the default invocation.
Change 3290009 on 2017/02/07 by Gil.Gribb
UE4 - Fixed boot time EDL causing some issues even when it wasn't being used.
Change 3290120 on 2017/02/07 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3290948 on 2017/02/07 by Arciel.Rekman
Linux: fix crash when clicking on question mark (UE-41634).
- Symbol interposition problem (proper fix is still to be investigated).
(Edigrating part of CL 3290683 from Release-4.15 to Dev-Platform)
Change 3291074 on 2017/02/07 by Arciel.Rekman
Speculative build fix.
Change 3292028 on 2017/02/08 by Josh.Adams
- Fixed Incremental CIS build failures
Change 3292105 on 2017/02/08 by Nick.Shin
emcc.py - change warning to info
#jira UE-41747 //UE4/Dev-Platform Compile UE4Game HTML5 completed with 50 warnings
Change 3292201 on 2017/02/08 by JohnHenry.Carawon
Change comment to fix XML warning when generating project files on Linux
Change 3292242 on 2017/02/08 by Arciel.Rekman
Linux: avoid unnecessary dependency on CEF (UE-41634).
- Do not apply CEF workaround to monolithic builds (eg. stock Game/Server targets).
- Also disable CEF compilation for ShaderCompileWorker.
- Based on CL 3292077 in 4.15.
Change 3292559 on 2017/02/08 by Josh.Adams
- Added more platforms to disable the file handle caching (all the ones that use MANAGED_FILE_HANDLES)
Change 3294333 on 2017/02/09 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3294506 on 2017/02/09 by Josh.Adams
- Fixed GoogleCloudMessaging.uplugin to fix the Installed flag. Every other plugin had false, this one had true, which caused various checks to go haywire
#jira UE-41710
Change 3294984 on 2017/02/09 by Josh.Adams
- Worked around the remote compiling issue with code-based projects on a different drive than the engine
#jira UE-41704
Change 3295056 on 2017/02/09 by Josh.Adams
- Fixed the remote compiling issue by unconverting the path back to host when reading from the module filename
Change 3295161 on 2017/02/09 by Josh.Adams
- Fixed new bug when buildin native ios that was caused by a remote compile break
Change 3295229 on 2017/02/09 by Josh.Adams
- Fixed a crash in clothing on platforms that don't support clothing
#jira UE-41830
[CL 3295859 by Josh Adams in Main branch]
642 lines
19 KiB
C++
642 lines
19 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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/*------------------------------------------------------------------------------------
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FSLESSoundSource.
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------------------------------------------------------------------------------------*/
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#include "AndroidAudioDevice.h"
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#include "AudioDecompress.h"
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// Callback that is registered if the source needs to loop
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void OpenSLBufferQueueCallback( SLAndroidSimpleBufferQueueItf InQueueInterface, void* pContext )
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{
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FSLESSoundSource* SoundSource = (FSLESSoundSource*)pContext;
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if( SoundSource )
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{
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SoundSource->OnRequeueBufferCallback( InQueueInterface );
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}
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}
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// Requeues buffer to loop Sound Source
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void FSLESSoundSource::OnRequeueBufferCallback( SLAndroidSimpleBufferQueueItf InQueueInterface )
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{
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if (!bStreamedSound)
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{
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SLresult result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, SLESBuffer->AudioData, SLESBuffer->GetSize() );
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if(result != SL_RESULT_SUCCESS)
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{
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UE_LOG( LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue (Requeing)"));
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}
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bHasLooped = true;
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}
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else
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{
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// Enqueue the previously decoded buffer
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if (RealtimeAsyncTask)
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{
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RealtimeAsyncTask->EnsureCompletion();
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switch(RealtimeAsyncTask->GetTask().GetTaskType())
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{
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case ERealtimeAudioTaskType::Decompress:
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bHasLooped = RealtimeAsyncTask->GetTask().GetBufferLooped();
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break;
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case ERealtimeAudioTaskType::Procedural:
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AudioBuffers[BufferInUse].AudioDataSize = RealtimeAsyncTask->GetTask().GetBytesWritten();
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break;
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}
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delete RealtimeAsyncTask;
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RealtimeAsyncTask = nullptr;
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}
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// Sound decoding is complete, just waiting to finish playing
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if (bBuffersToFlush)
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{
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// set the player's state to stopped
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SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_STOPPED);
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check(SL_RESULT_SUCCESS == result);
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return;
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}
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SLresult result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, AudioBuffers[BufferInUse].AudioData, AudioBuffers[BufferInUse].AudioDataSize );
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if(result != SL_RESULT_SUCCESS)
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{
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UE_LOG( LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue (Requeing)"));
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}
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// Switch to the next buffer and decode for the next time the callback fires if we didn't just get the last buffer
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BufferInUse = !BufferInUse;
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if (bHasLooped == false || WaveInstance->LoopingMode != LOOP_Never)
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{
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// Do this in the callback thread instead of creating an asynchronous task (thread id from callback is not consistent and use of TLS for stats causes issues)
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if (ReadMorePCMData(BufferInUse, EDataReadMode::Synchronous))
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{
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// If this is a synchronous source we may get notified immediately that we have looped
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bHasLooped = true;
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}
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}
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}
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}
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bool FSLESSoundSource::CreatePlayer()
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{
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// data info
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SLDataLocator_AndroidSimpleBufferQueue LocationBuffer = { SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 1 };
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// PCM Info
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SLDataFormat_PCM PCM_Format = { SL_DATAFORMAT_PCM, SLuint32(SLESBuffer->NumChannels), SLuint32( SLESBuffer->SampleRate * 1000 ),
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SL_PCMSAMPLEFORMAT_FIXED_16, SL_PCMSAMPLEFORMAT_FIXED_16,
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SLESBuffer->NumChannels == 2 ? ( SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT ) : SL_SPEAKER_FRONT_CENTER,
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SL_BYTEORDER_LITTLEENDIAN };
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SLDataSource SoundDataSource = { &LocationBuffer, &PCM_Format};
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// configure audio sink
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SLDataLocator_OutputMix Output_Mix = { SL_DATALOCATOR_OUTPUTMIX, ((FSLESAudioDevice *)AudioDevice)->SL_OutputMixObject};
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SLDataSink AudioSink = { &Output_Mix, NULL};
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// create audio player
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const SLInterfaceID ids[] = {SL_IID_BUFFERQUEUE, SL_IID_VOLUME};
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const SLboolean req[] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE};
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SLresult result = (*Device->SL_EngineEngine)->CreateAudioPlayer( Device->SL_EngineEngine, &SL_PlayerObject,
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&SoundDataSource, &AudioSink, sizeof(ids) / sizeof(SLInterfaceID), ids, req );
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if(result != SL_RESULT_SUCCESS)
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{
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UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER CreateAudioPlayer 0x%x"), result);
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return false;
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}
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bool bFailedSetup = false;
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// realize the player
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result = (*SL_PlayerObject)->Realize(SL_PlayerObject, SL_BOOLEAN_FALSE);
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Realize 0x%x"), result); return false; }
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// get the play interface
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result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_PLAY, &SL_PlayerPlayInterface);
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_PLAY 0x%x"), result); bFailedSetup |= true; }
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// volume
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result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_VOLUME, &SL_VolumeInterface);
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_VOLUME 0x%x"), result); bFailedSetup |= true; }
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// buffer system
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result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_BUFFERQUEUE, &SL_PlayerBufferQueue);
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_BUFFERQUEUE 0x%x"), result); bFailedSetup |= true; }
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return bFailedSetup == false;
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}
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void FSLESSoundSource::DestroyPlayer()
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{
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if( SL_PlayerObject )
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{
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// close it down...
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(*SL_PlayerObject)->Destroy(SL_PlayerObject);
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SL_PlayerObject = NULL;
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SL_PlayerPlayInterface = NULL;
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SL_PlayerBufferQueue = NULL;
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SL_VolumeInterface = NULL;
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}
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}
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bool FSLESSoundSource::EnqueuePCMBuffer( bool bLoop)
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{
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SLresult result;
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// If looping, register a callback to requeue the buffer
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if( bLoop )
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{
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result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, OpenSLBufferQueueCallback, (void*)this);
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if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER QUEUE RegisterCallback 0x%x "), result); return false; }
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}
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result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, SLESBuffer->AudioData, SLESBuffer->GetSize() );
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if (result != SL_RESULT_SUCCESS) {
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UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue 0x%x params( %p, %d)"), result, SLESBuffer->AudioData, int32(SLESBuffer->GetSize()));
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if (bLoop)
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{
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result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, NULL, NULL);
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}
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return false;
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}
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bStreamedSound = false;
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bHasLooped = false;
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bHasPositionUpdated = false;
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bBuffersToFlush = false;
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return true;
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}
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bool FSLESSoundSource::ReadMorePCMData(const int32 BufferIndex, EDataReadMode DataReadMode)
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{
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USoundWave* WaveData = WaveInstance->WaveData;
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if (WaveData && WaveData->bProcedural)
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{
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const int32 MaxSamples = BufferSize / sizeof(int16);
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if (DataReadMode == EDataReadMode::Synchronous || WaveData->bCanProcessAsync == false)
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{
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const int32 BytesWritten = WaveData->GeneratePCMData(AudioBuffers[BufferIndex].AudioData, MaxSamples);
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AudioBuffers[BufferIndex].AudioDataSize = BytesWritten;
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}
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else
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{
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RealtimeAsyncTask = new FAsyncRealtimeAudioTask(WaveData, AudioBuffers[BufferIndex].AudioData, MaxSamples);
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RealtimeAsyncTask->StartBackgroundTask();
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}
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// we're never actually "looping" here.
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return false;
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}
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else
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{
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if (DataReadMode == EDataReadMode::Synchronous)
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{
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return SLESBuffer->ReadCompressedData(AudioBuffers[BufferIndex].AudioData, WaveInstance->LoopingMode != LOOP_Never);
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}
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else
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{
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RealtimeAsyncTask = new FAsyncRealtimeAudioTask(SLESBuffer, AudioBuffers[BufferIndex].AudioData, WaveInstance->LoopingMode != LOOP_Never, DataReadMode == EDataReadMode::AsynchronousSkipFirstFrame);
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RealtimeAsyncTask->StartBackgroundTask();
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return false;
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}
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}
|
|
}
|
|
|
|
|
|
bool FSLESSoundSource::EnqueuePCMRTBuffer( bool bLoop )
|
|
{
|
|
if (AudioBuffers[0].AudioData || AudioBuffers[1].AudioData)
|
|
{
|
|
UE_LOG( LogAndroidAudio, Warning, TEXT("Enqueue PCMRT with buffers already allocated"));
|
|
}
|
|
FMemory::Memzero( AudioBuffers, sizeof( SLESAudioBuffer ) * 2 );
|
|
|
|
// Set up double buffer area to decompress to
|
|
BufferSize = SLESBuffer->GetRTBufferSize() * SLESBuffer->NumChannels;
|
|
|
|
AudioBuffers[0].AudioData = (uint8*)FMemory::Malloc(BufferSize);
|
|
AudioBuffers[0].AudioDataSize = BufferSize;
|
|
|
|
AudioBuffers[1].AudioData = (uint8*)FMemory::Malloc(BufferSize);
|
|
AudioBuffers[1].AudioDataSize = BufferSize;
|
|
|
|
// Only use the cached data if we're starting from the beginning, otherwise we'll have to take a synchronous hit
|
|
if (WaveInstance->WaveData && WaveInstance->WaveData->CachedRealtimeFirstBuffer && WaveInstance->StartTime == 0.f)
|
|
{
|
|
FMemory::Memcpy((uint8*)AudioBuffers[0].AudioData, WaveInstance->WaveData->CachedRealtimeFirstBuffer, BufferSize);
|
|
ReadMorePCMData(1, EDataReadMode::AsynchronousSkipFirstFrame);
|
|
}
|
|
else
|
|
{
|
|
ReadMorePCMData(0, EDataReadMode::Synchronous);
|
|
ReadMorePCMData(1, EDataReadMode::Asynchronous);
|
|
}
|
|
|
|
SLresult result;
|
|
|
|
// callback is used to submit and decompress next buffer
|
|
result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, OpenSLBufferQueueCallback, (void*)this);
|
|
|
|
// queue one sound buffer, as that is all Android will accept
|
|
if(result == SL_RESULT_SUCCESS)
|
|
{
|
|
result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, AudioBuffers[0].AudioData, AudioBuffers[0].AudioDataSize );
|
|
if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue 0x%x params( %p, %d)"), result, SLESBuffer->AudioData, int32(SLESBuffer->GetSize())); return false; }
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bStreamedSound = true;
|
|
bHasLooped = false;
|
|
bBuffersToFlush = false;
|
|
bHasPositionUpdated = false;
|
|
BufferInUse = 1;
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Initializes a source with a given wave instance and prepares it for playback.
|
|
*
|
|
* @param WaveInstance wave instance being primed for playback
|
|
* @return TRUE if initialization was successful, FALSE otherwise
|
|
*/
|
|
bool FSLESSoundSource::Init( FWaveInstance* InWaveInstance )
|
|
{
|
|
FSoundSource::InitCommon();
|
|
|
|
// don't do anything if no volume! THIS APPEARS TO HAVE THE VOLUME IN TIME, CHECK HERE THOUGH IF ISSUES
|
|
if( InWaveInstance && ( InWaveInstance->Volume * InWaveInstance->VolumeMultiplier ) <= 0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (SLESBuffer && SLESBuffer->ResourceID == 0)
|
|
{
|
|
UE_LOG( LogAndroidAudio, Warning, TEXT(" InitSoundSouce with Buffer already allocated"));
|
|
delete SLESBuffer;
|
|
SLESBuffer = nullptr;
|
|
Buffer = nullptr;
|
|
}
|
|
|
|
if (SL_PlayerObject)
|
|
{
|
|
UE_LOG( LogAndroidAudio, Warning, TEXT(" InitSoundSouce with PlayerObject not NULL, possible leak"));
|
|
}
|
|
|
|
// Find matching buffer.
|
|
SLESBuffer = FSLESSoundBuffer::Init( (FSLESAudioDevice *)AudioDevice, InWaveInstance->WaveData );
|
|
Buffer = SLESBuffer;
|
|
|
|
if( SLESBuffer && InWaveInstance->WaveData->NumChannels <= 2 && InWaveInstance->WaveData->SampleRate <= 48000 )
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_AudioSourceInitTime );
|
|
|
|
bool bFailedSetup = false;
|
|
|
|
if (CreatePlayer())
|
|
{
|
|
WaveInstance = InWaveInstance;
|
|
|
|
if (WaveInstance->StartTime > 0.f)
|
|
{
|
|
SLESBuffer->Seek(WaveInstance->StartTime);
|
|
}
|
|
|
|
switch( SLESBuffer->Format)
|
|
{
|
|
case SoundFormat_PCM:
|
|
bFailedSetup |= !EnqueuePCMBuffer( InWaveInstance->LoopingMode != LOOP_Never );
|
|
break;
|
|
case SoundFormat_PCMRT:
|
|
case SoundFormat_Streaming:
|
|
bFailedSetup |= !EnqueuePCMRTBuffer( InWaveInstance->LoopingMode != LOOP_Never );
|
|
break;
|
|
default:
|
|
bFailedSetup = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bFailedSetup = true;
|
|
}
|
|
|
|
// clean up the madness if anything we need failed
|
|
if( bFailedSetup )
|
|
{
|
|
UE_LOG( LogAndroidAudio, Warning, TEXT(" Setup failed %s"), *InWaveInstance->WaveData->GetName());
|
|
DestroyPlayer();
|
|
return false;
|
|
}
|
|
|
|
Update();
|
|
|
|
// Initialization was successful.
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Failed to initialize source.
|
|
// These occurences appear to potentially lead to leaks
|
|
UE_LOG( LogAndroidAudio, Warning, TEXT("Init SoundSource failed on %s"), *InWaveInstance->WaveData->GetName());
|
|
UE_LOG( LogAndroidAudio, Warning, TEXT(" SampleRate %d"), InWaveInstance->WaveData->SampleRate);
|
|
UE_LOG( LogAndroidAudio, Warning, TEXT(" Channels %d"), InWaveInstance->WaveData->NumChannels);
|
|
|
|
if (SLESBuffer && SLESBuffer->ResourceID == 0)
|
|
{
|
|
delete SLESBuffer;
|
|
SLESBuffer = nullptr;
|
|
Buffer = nullptr;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
FSLESSoundSource::FSLESSoundSource( class FAudioDevice* InAudioDevice )
|
|
: FSoundSource( InAudioDevice ),
|
|
Device((FSLESAudioDevice *)InAudioDevice),
|
|
SLESBuffer( NULL ),
|
|
bStreamedSound(false),
|
|
bBuffersToFlush(false),
|
|
BufferSize(0),
|
|
BufferInUse(0),
|
|
VolumePreviousUpdate(-1.0f),
|
|
bHasLooped(false),
|
|
bHasPositionUpdated(false),
|
|
SL_PlayerObject(NULL),
|
|
SL_PlayerPlayInterface(NULL),
|
|
SL_PlayerBufferQueue(NULL),
|
|
SL_VolumeInterface(NULL),
|
|
RealtimeAsyncTask(NULL)
|
|
{
|
|
Buffer = NULL;
|
|
FMemory::Memzero( AudioBuffers, sizeof( AudioBuffers ) );
|
|
}
|
|
|
|
/**
|
|
* Clean up any hardware referenced by the sound source
|
|
*/
|
|
FSLESSoundSource::~FSLESSoundSource( void )
|
|
{
|
|
DestroyPlayer();
|
|
|
|
ReleaseResources();
|
|
}
|
|
|
|
void FSLESSoundSource::ReleaseResources()
|
|
{
|
|
if (RealtimeAsyncTask)
|
|
{
|
|
RealtimeAsyncTask->EnsureCompletion();
|
|
delete RealtimeAsyncTask;
|
|
RealtimeAsyncTask = nullptr;
|
|
}
|
|
|
|
FMemory::Free( AudioBuffers[0].AudioData);
|
|
FMemory::Free( AudioBuffers[1].AudioData);
|
|
|
|
FMemory::Memzero( AudioBuffers, sizeof( AudioBuffers ) );
|
|
|
|
if (SLESBuffer && SLESBuffer->ResourceID == 0)
|
|
{
|
|
delete SLESBuffer;
|
|
}
|
|
SLESBuffer = nullptr;
|
|
Buffer = nullptr;
|
|
}
|
|
|
|
/**
|
|
* Updates the source specific parameter like e.g. volume and pitch based on the associated
|
|
* wave instance.
|
|
*/
|
|
void FSLESSoundSource::Update( void )
|
|
{
|
|
SCOPE_CYCLE_COUNTER( STAT_AudioUpdateSources );
|
|
|
|
if( !WaveInstance || Paused )
|
|
{
|
|
return;
|
|
}
|
|
|
|
FSoundSource::UpdateCommon();
|
|
|
|
float Volume = WaveInstance->Volume * WaveInstance->VolumeMultiplier;
|
|
if (SetStereoBleed())
|
|
{
|
|
// Emulate the bleed to rear speakers followed by stereo fold down
|
|
Volume *= 1.25f;
|
|
}
|
|
Volume *= AudioDevice->GetPlatformAudioHeadroom();
|
|
Volume = FMath::Clamp(Volume, 0.0f, MAX_VOLUME);
|
|
|
|
Volume = FSoundSource::GetDebugVolume(Volume);
|
|
|
|
// Set whether to apply reverb
|
|
SetReverbApplied(true);
|
|
|
|
SetFilterFrequency();
|
|
|
|
FVector Location;
|
|
FVector Velocity;
|
|
|
|
// See file header for coordinate system explanation.
|
|
Location.X = WaveInstance->Location.X;
|
|
Location.Y = WaveInstance->Location.Z; // Z/Y swapped to match UE coordinate system
|
|
Location.Z = WaveInstance->Location.Y; // Z/Y swapped to match UE coordinate system
|
|
|
|
Velocity.X = WaveInstance->Velocity.X;
|
|
Velocity.Y = WaveInstance->Velocity.Z; // Z/Y swapped to match UE coordinate system
|
|
Velocity.Z = WaveInstance->Velocity.Y; // Z/Y swapped to match UE coordinate system
|
|
|
|
// We're using a relative coordinate system for un- spatialized sounds.
|
|
if( !WaveInstance->bUseSpatialization )
|
|
{
|
|
Location = FVector( 0.f, 0.f, 0.f );
|
|
}
|
|
|
|
// Set volume (Pitch changes are not supported on current Android platforms!)
|
|
// also Location & Velocity
|
|
|
|
// Avoid doing the log calculation each update by only doing it if the volume changed
|
|
if (Volume != VolumePreviousUpdate)
|
|
{
|
|
VolumePreviousUpdate = Volume;
|
|
static const int64 MinVolumeMillibel = -12000;
|
|
if (Volume > 0.0f)
|
|
{
|
|
// Convert volume to millibels.
|
|
SLmillibel MaxMillibel = 0;
|
|
(*SL_VolumeInterface)->GetMaxVolumeLevel(SL_VolumeInterface, &MaxMillibel);
|
|
SLmillibel VolumeMillibel = (SLmillibel)FMath::Clamp<int64>((int64)(2000.0f * log10f(Volume)), MinVolumeMillibel, (int64)MaxMillibel);
|
|
SLresult result = (*SL_VolumeInterface)->SetVolumeLevel(SL_VolumeInterface, VolumeMillibel);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
}
|
|
else
|
|
{
|
|
SLresult result = (*SL_VolumeInterface)->SetVolumeLevel(SL_VolumeInterface, MinVolumeMillibel);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Plays the current wave instance.
|
|
*/
|
|
void FSLESSoundSource::Play( void )
|
|
{
|
|
if( WaveInstance )
|
|
{
|
|
// Reset the previous volume on play so it can be set at least once in the update function
|
|
VolumePreviousUpdate = -1.0f;
|
|
|
|
// Update volume now before starting play
|
|
Paused = false;
|
|
Update();
|
|
|
|
// set the player's state to playing
|
|
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_PLAYING);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
|
|
Playing = true;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Stops the current wave instance and detaches it from the source.
|
|
*/
|
|
void FSLESSoundSource::Stop( void )
|
|
{
|
|
if( WaveInstance )
|
|
{
|
|
// set the player's state to stopped
|
|
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_STOPPED);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
|
|
// Unregister looping callback
|
|
if( WaveInstance->LoopingMode != LOOP_Never )
|
|
{
|
|
result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, NULL, NULL);
|
|
}
|
|
|
|
DestroyPlayer();
|
|
ReleaseResources();
|
|
|
|
Paused = false;
|
|
Playing = false;
|
|
SLESBuffer = nullptr;
|
|
Buffer = nullptr;
|
|
}
|
|
|
|
FSoundSource::Stop();
|
|
}
|
|
|
|
/**
|
|
* Pauses playback of current wave instance.
|
|
*/
|
|
void FSLESSoundSource::Pause( void )
|
|
{
|
|
if( WaveInstance )
|
|
{
|
|
Paused = true;
|
|
|
|
// set the player's state to paused
|
|
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_PAUSED);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns TRUE if the source has finished playing
|
|
*/
|
|
bool FSLESSoundSource::IsSourceFinished( void )
|
|
{
|
|
SLuint32 PlayState;
|
|
|
|
// set the player's state to playing
|
|
SLresult result = (*SL_PlayerPlayInterface)->GetPlayState(SL_PlayerPlayInterface, &PlayState);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
|
|
if( PlayState == SL_PLAYSTATE_STOPPED )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (WaveInstance && WaveInstance->LoopingMode == LOOP_Never)
|
|
{
|
|
// if it wasn't that simple, see if we're at the end position
|
|
SLmillisecond PositionMs;
|
|
SLmillisecond DurationMs;
|
|
|
|
result = (*SL_PlayerPlayInterface)->GetPosition(SL_PlayerPlayInterface, &PositionMs);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
|
|
result = (*SL_PlayerPlayInterface)->GetDuration(SL_PlayerPlayInterface, &DurationMs);
|
|
check(SL_RESULT_SUCCESS == result);
|
|
|
|
// on some android devices, the value for GetPosition wraps back to 0 when the playback is done, however it's very possible
|
|
// for us to try to check for IsSourceFinished when the Position is genuinely "0". Therefore, we'll flip bHasPositionUpdated once
|
|
// we've actually started the sound to denote a wrap-back 0 position versus a real 0 position
|
|
if ((DurationMs != SL_TIME_UNKNOWN && PositionMs == DurationMs) || (PositionMs == 0 && bHasPositionUpdated))
|
|
{
|
|
return true;
|
|
}
|
|
else if (!bHasPositionUpdated && PositionMs > 0)
|
|
{
|
|
bHasPositionUpdated = true;
|
|
}
|
|
}
|
|
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Queries the status of the currently associated wave instance.
|
|
*
|
|
* @return TRUE if the wave instance/ source has finished playback and FALSE if it is
|
|
* currently playing or paused.
|
|
*/
|
|
bool FSLESSoundSource::IsFinished( void )
|
|
{
|
|
if( WaveInstance )
|
|
{
|
|
// Check for a non starved, stopped source
|
|
if( IsSourceFinished() )
|
|
{
|
|
// Notify the wave instance that it has finished playing
|
|
WaveInstance->NotifyFinished();
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (bHasLooped)
|
|
{
|
|
switch (WaveInstance->LoopingMode)
|
|
{
|
|
case LOOP_Forever:
|
|
bHasLooped = false;
|
|
break;
|
|
|
|
case LOOP_Never:
|
|
bBuffersToFlush = true;
|
|
break;
|
|
|
|
case LOOP_WithNotification:
|
|
bHasLooped = false;
|
|
// Notify the wave instance that it has finished playing.
|
|
WaveInstance->NotifyFinished();
|
|
break;
|
|
};
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|