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- catch up with changes in core Audio ( add relevant virtual functions ).
- clean up logging.
#codereview peter.sauerbrei
[CL 2086334 by Ankit Khare in Main branch]
451 lines
12 KiB
C++
451 lines
12 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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ALAudioDevice.cpp: Unreal OpenAL Audio interface object.
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Unreal is RHS with Y and Z swapped (or technically LHS with flipped axis)
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=============================================================================*/
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/*------------------------------------------------------------------------------------
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Audio includes.
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------------------------------------------------------------------------------------*/
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#include "HTML5AudioDevice.h"
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#include "AudioDecompress.h"
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#include "AudioEffect.h"
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#include "Engine.h"
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DEFINE_LOG_CATEGORY(LogALAudio);
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// 2 UU == 1"
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// <=> 1 UU == 0.0127 m
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#define AUDIO_DISTANCE_FACTOR ( 0.0127f )
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ALCdevice* FALAudioDevice::HardwareDevice = NULL;
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ALCcontext* FALAudioDevice::SoundContext = NULL;
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class FHTML5AudioDeviceModule : public IAudioDeviceModule
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{
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public:
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/** Creates a new instance of the audio device implemented by the module. */
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virtual FAudioDevice* CreateAudioDevice() OVERRIDE
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{
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return new FALAudioDevice;
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}
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};
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IMPLEMENT_MODULE(FHTML5AudioDeviceModule, HTML5Audio );
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/*------------------------------------------------------------------------------------
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UALAudioDevice constructor and UObject interface.
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------------------------------------------------------------------------------------*/
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void FALAudioDevice::TeardownHardware( void )
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{
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// Flush stops all sources and deletes all buffers so sources can be safely deleted below.
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Flush( NULL );
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// Push any pending data to the hardware
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if( &alcProcessContext )
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{
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alcProcessContext( SoundContext );
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}
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// Destroy all sound sources
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for( int i = 0; i < Sources.Num(); i++ )
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{
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delete Sources[ i ];
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}
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Sources.Empty();
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FreeSources.Empty();
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// Disable the context
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if( &alcMakeContextCurrent )
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{
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alcMakeContextCurrent( NULL );
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}
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// Destroy the context
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if( &alcDestroyContext )
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{
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alcDestroyContext( SoundContext );
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SoundContext = NULL;
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}
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// Close the hardware device
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if( &alcCloseDevice )
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{
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alcCloseDevice( HardwareDevice );
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HardwareDevice = NULL;
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}
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}
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/*------------------------------------------------------------------------------------
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UAudioDevice Interface.
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------------------------------------------------------------------------------------*/
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/**
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* Initializes the audio device and creates sources.
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*
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* @warning:
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*
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* @return TRUE if initialization was successful, FALSE otherwise
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*/
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bool FALAudioDevice::InitializeHardware( void )
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{
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// Make sure no interface classes contain any garbage
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Effects = NULL;
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DLLHandle = NULL;
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// Default to sensible channel count.
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if( MaxChannels < 1 )
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{
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MaxChannels = 32;
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}
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// Load ogg and vorbis dlls if they haven't been loaded yet
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//LoadVorbisLibraries();
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// Open device
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HardwareDevice = alcOpenDevice( NULL );
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if( !HardwareDevice )
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{
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UE_LOG(LogALAudio, Log, TEXT( "ALAudio: no OpenAL devices found." ) );
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return false ;
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}
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// Display the audio device that was actually opened
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const ALCchar* OpenedDeviceName = alcGetString( HardwareDevice, ALC_DEVICE_SPECIFIER );
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UE_LOG(LogALAudio, Log, TEXT("ALAudio device opened : %s"), StringCast<TCHAR>(static_cast<const ANSICHAR*>(OpenedDeviceName)).Get());
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// Create a context
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int Caps[] =
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{
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ALC_FREQUENCY, 44100,
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ALC_STEREO_SOURCES, 4,
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0, 0
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};
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#if PLATFORM_HTML5_WIN32
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SoundContext = alcCreateContext( HardwareDevice, Caps );
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#elif PLATFORM_HTML5
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SoundContext = alcCreateContext( HardwareDevice, 0 );
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#endif
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if( !SoundContext )
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{
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return false ;
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}
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alcMakeContextCurrent( SoundContext );
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// Make sure everything happened correctly
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if( alError( TEXT( "Init" ) ) )
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{
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UE_LOG(LogALAudio, Warning, TEXT("ALAudio: alcMakeContextCurrent failed."));
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return false ;
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}
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UE_LOG(LogALAudio, Log, TEXT("AL_VENDOR : %s"), StringCast<TCHAR>(static_cast<const ANSICHAR*>(alGetString(AL_VENDOR))).Get());
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UE_LOG(LogALAudio, Log, TEXT("AL_RENDERER : %s"), StringCast<TCHAR>(static_cast<const ANSICHAR*>(alGetString(AL_RENDERER))).Get());
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UE_LOG(LogALAudio, Log, TEXT("AL_VERSION : %s"), StringCast<TCHAR>(static_cast<const ANSICHAR*>(alGetString(AL_VERSION))).Get());
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UE_LOG(LogALAudio, Log, TEXT("AL_EXTENSIONS : %s"), StringCast<TCHAR>(static_cast<const ANSICHAR*>(alGetString(AL_EXTENSIONS))).Get());
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// Get the enums for multichannel support
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#if !PLATFORM_HTML5
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Surround40Format = alGetEnumValue( "AL_FORMAT_QUAD16" );
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Surround51Format = alGetEnumValue( "AL_FORMAT_51CHN16" );
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Surround61Format = alGetEnumValue( "AL_FORMAT_61CHN16" );
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Surround71Format = alGetEnumValue( "AL_FORMAT_71CHN16" );
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#endif
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// Initialize channels.
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alError( TEXT( "Emptying error stack" ), 0 );
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for( int i = 0; i < (( MaxChannels > MAX_AUDIOCHANNELS ) ? MAX_AUDIOCHANNELS : MaxChannels); i++ )
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{
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ALuint SourceId;
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alGenSources( 1, &SourceId );
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if( !alError( TEXT( "Init (creating sources)" ), 0 ) )
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{
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FALSoundSource* Source = new FALSoundSource( this );
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Source->SourceId = SourceId;
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Sources.Add( Source );
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FreeSources.Add( Source );
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}
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else
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{
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break;
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}
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}
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if( Sources.Num() < 1 )
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{
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UE_LOG(LogALAudio, Warning, TEXT("ALAudio: couldn't allocate any sources"));
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return false ;
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}
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// Update MaxChannels in case we couldn't create enough sources.
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MaxChannels = Sources.Num();
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UE_LOG(LogALAudio, Verbose, TEXT("ALAudioDevice: Allocated %i sources"), MaxChannels);
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// Use our own distance model.
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alDistanceModel( AL_NONE );
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// Set up a default (nop) effects manager
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Effects = new FAudioEffectsManager( this );
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// Initialized.
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NextResourceID = 1;
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return true ;
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}
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/**
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* Update the audio device and calculates the cached inverse transform later
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* on used for spatialization.
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*
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* @param Realtime whether we are paused or not
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*/
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void FALAudioDevice::Update( bool Realtime )
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{
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FVector ListenerLocation = Listeners[ 0 ].Transform.GetLocation();
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FVector ListenerFront = Listeners[ 0 ].GetFront();
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FVector ListenerUp = Listeners[ 0 ].GetUp();
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// Set Player position
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FVector Location;
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// See file header for coordinate system explanation.
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Location.X = ListenerLocation.X;
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Location.Y = ListenerLocation.Z; // Z/Y swapped on purpose, see file header
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Location.Z = ListenerLocation.Y; // Z/Y swapped on purpose, see file header
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Location *= AUDIO_DISTANCE_FACTOR;
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// Set Player orientation.
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FVector Orientation[2];
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// See file header for coordinate system explanation.
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Orientation[0].X = ListenerFront.X;
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Orientation[0].Y = ListenerFront.Z; // Z/Y swapped on purpose, see file header
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Orientation[0].Z = ListenerFront.Y; // Z/Y swapped on purpose, see file header
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// See file header for coordinate system explanation.
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Orientation[1].X = ListenerUp.X;
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Orientation[1].Y = ListenerUp.Z; // Z/Y swapped on purpose, see file header
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Orientation[1].Z = ListenerUp.Y; // Z/Y swapped on purpose, see file header
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// Make the listener still and the sounds move relatively -- this allows
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// us to scale the doppler effect on a per-sound basis.
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FVector Velocity = FVector( 0.0f, 0.0f, 0.0f );
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alListenerfv( AL_POSITION, ( ALfloat * )&Location );
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alListenerfv( AL_ORIENTATION, ( ALfloat * )&Orientation[0] );
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alListenerfv( AL_VELOCITY, ( ALfloat * )&Velocity );
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alError( TEXT( "UALAudioDevice::Update" ) );
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}
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/**
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* Frees the bulk resource data associated with this SoundNodeWave.
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*
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* @param SoundNodeWave wave object to free associated bulk data
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*/
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void FALAudioDevice::FreeResource( USoundWave* SoundNodeWave )
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{
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// Just in case the data was created but never uploaded
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if( SoundNodeWave->RawPCMData )
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{
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FMemory::Free( SoundNodeWave->RawPCMData );
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SoundNodeWave->RawPCMData = NULL;
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}
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// Find buffer for resident wavs
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if( SoundNodeWave->ResourceID )
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{
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// Find buffer associated with resource id.
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FALSoundBuffer* Buffer = WaveBufferMap.FindRef( SoundNodeWave->ResourceID );
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if( Buffer )
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{
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// Remove from buffers array.
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Buffers.Remove( Buffer );
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// See if it is being used by a sound source...
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for( int SrcIndex = 0; SrcIndex < Sources.Num(); SrcIndex++ )
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{
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FALSoundSource* Src = ( FALSoundSource* )( Sources[ SrcIndex ] );
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if( Src && Src->Buffer && ( Src->Buffer == Buffer ) )
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{
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Src->Stop();
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break;
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}
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}
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delete Buffer;
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}
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SoundNodeWave->ResourceID = 0;
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}
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// .. or reference to compressed data
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SoundNodeWave->RemoveAudioResource();
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// Stat housekeeping
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// @to-do
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// DEC_DWORD_STAT_BY( STAT_AudioMemorySize, SoundNodeWave->GetResourceSize() );
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// DEC_DWORD_STAT_BY( STAT_AudioMemory, SoundNodeWave->GetResourceSize() );
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}
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/**
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* Displays debug information about the loaded sounds
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*/
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void FALAudioDevice::ListSounds( const TCHAR* Cmd, FOutputDevice& Ar )
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{
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int TotalSoundSize = 0;
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Ar.Logf( TEXT( "Sound resources:" ) );
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TArray<FALSoundBuffer*> AllSounds = Buffers;
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for( int i = 0; i < AllSounds.Num(); ++i )
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{
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FALSoundBuffer* Buffer = AllSounds[i];
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Ar.Logf( TEXT( "RawData: %8.2f Kb (%d channels at %d Hz) in sound %s" ), Buffer->GetSize() / 1024.0f, Buffer->GetNumChannels(), Buffer->SampleRate, *Buffer->ResourceName );
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TotalSoundSize += Buffer->GetSize();
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}
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Ar.Logf( TEXT( "%8.2f Kb for %d sounds" ), TotalSoundSize / 1024.0f, AllSounds.Num() );
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}
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ALuint FALAudioDevice::GetInternalFormat( int NumChannels )
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{
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ALuint InternalFormat = 0;
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switch( NumChannels )
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{
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case 0:
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case 3:
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case 5:
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break;
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case 1:
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InternalFormat = AL_FORMAT_MONO16;
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break;
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case 2:
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InternalFormat = AL_FORMAT_STEREO16;
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break;
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#if !PLATFORM_HTML5
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case 4:
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InternalFormat = Surround40Format;
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break;
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case 6:
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InternalFormat = Surround51Format;
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break;
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case 7:
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InternalFormat = Surround61Format;
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break;
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case 8:
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InternalFormat = Surround71Format;
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break;
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#endif
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}
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return( InternalFormat );
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}
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/*------------------------------------------------------------------------------------
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OpenAL utility functions
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------------------------------------------------------------------------------------*/
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//
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// FindExt
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//
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bool FALAudioDevice::FindExt( const TCHAR* Name )
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{
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return alIsExtensionPresent(TCHAR_TO_ANSI(Name)) || alcIsExtensionPresent(HardwareDevice, TCHAR_TO_ANSI(Name));
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}
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//
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// FindProc
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//
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void FALAudioDevice::FindProc( void*& ProcAddress, char* Name, char* SupportName, bool& Supports, bool AllowExt )
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{
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}
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//
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// FindProcs
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//
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void FALAudioDevice::FindProcs( bool AllowExt )
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{
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}
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//
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// alError
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//
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bool FALAudioDevice::alError( const TCHAR* Text, bool Log )
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{
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ALenum Error = alGetError();
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if( Error != AL_NO_ERROR )
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{
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do
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{
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if( Log )
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{
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switch ( Error )
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{
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case AL_INVALID_NAME:
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UE_LOG(LogALAudio, Warning, TEXT("ALAudio: AL_INVALID_NAME in %s"), Text);
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break;
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case AL_INVALID_VALUE:
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UE_LOG(LogALAudio, Warning, TEXT("ALAudio: AL_INVALID_VALUE in %s"), Text);
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break;
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case AL_OUT_OF_MEMORY:
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UE_LOG(LogALAudio, Warning, TEXT("ALAudio: AL_OUT_OF_MEMORY in %s"), Text);
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break;
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case AL_INVALID_ENUM:
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UE_LOG(LogALAudio, Warning, TEXT("ALAudio: AL_INVALID_ENUM in %s"), Text);
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break;
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case AL_INVALID_OPERATION:
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UE_LOG(LogALAudio, Warning, TEXT("ALAudio: AL_INVALID_OPERATION in %s"), Text);
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break;
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default:
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UE_LOG(LogALAudio, Warning, TEXT("ALAudio: Unknown Error NUM in %s"), Text);
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break;
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}
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}
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}
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while( ( Error = alGetError() ) != AL_NO_ERROR );
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return true ;
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}
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return false ;
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}
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FSoundSource* FALAudioDevice::CreateSoundSource()
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{
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return new FALSoundSource(this);
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}
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bool FALAudioDevice::HasCompressedAudioInfoClass(USoundWave* SoundWave)
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{
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#if WITH_OGGVORBIS
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return true;
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#else
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return false;
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#endif
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}
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class ICompressedAudioInfo* FALAudioDevice::CreateCompressedAudioInfo(USoundWave* SoundWave)
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{
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#if WITH_OGGVORBIS
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return new FVorbisAudioInfo();
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#else
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return NULL;
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#endif
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}
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