Files
UnrealEngineUWP/Engine/Source/Runtime/GameplayMediaEncoder/Private/GameplayMediaEncoder.cpp
ethan geller f37e121920 Audio Device Manager refactor submission take two. haven't added the bIsMutable flag yet but will next week.
[FYI] aaron.mcleran, ryan.mangin, marc.audy, matt.hoffman


#ROBOMERGE-OWNER: ethan.geller
#ROBOMERGE-AUTHOR: ethan.geller
#ROBOMERGE-SOURCE: CL 11188538 via CL 11188549
#ROBOMERGE-BOT: (v640-11091645)

[CL 11189822 by ethan geller in Main branch]
2020-01-30 18:48:52 -05:00

523 lines
14 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "GameplayMediaEncoder.h"
#include "Engine/GameEngine.h"
#include "HAL/IConsoleManager.h"
#include "Framework/Application/SlateApplication.h"
#include "Modules/ModuleManager.h"
#include "RendererInterface.h"
#include "ScreenRendering.h"
#include "ShaderCore.h"
#include "PipelineStateCache.h"
#include "ProfilingDebugging/CsvProfiler.h"
#include "IbmLiveStreaming.h"
DEFINE_LOG_CATEGORY(GameplayMediaEncoder);
CSV_DEFINE_CATEGORY(GameplayMediaEncoder, true);
// right now we support only 48KHz audio sample rate as it's the only config UE4 seems to output
// WMF AAC encoder supports also 44100Hz so its support can be easily added
const uint32 HardcodedAudioSamplerate = 48000;
// for now we downsample to stereo. WMF AAC encoder also supports 6 (5.1) channels
// so it can be added too
const uint32 HardcodedAudioNumChannels = 2;
// currently neither IVideoRecordingSystem neither HighlightFeature APIs allow to configure
// audio stream parameters
const uint32 HardcodedAudioBitrate = 192000;
// currently neither IVideoRecordingSystem neither HighlightFeature APIs allow to configure
// video stream parameters
#if PLATFORM_WINDOWS
const uint32 HardcodedVideoFPS = 60;
#else
const uint32 HardcodedVideoFPS = 30;
#endif
const uint32 HardcodedVideoBitrate = 5000000;
const uint32 MinVideoBitrate = 1000000;
const uint32 MaxVideoBitrate = 20000000;
const uint32 MinVideoFPS = 10;
const uint32 MaxVideoFPS = 60;
const uint32 MaxWidth = 1920;
const uint32 MaxHeight = 1080;
FAutoConsoleCommand GameplayMediaEncoderInitialize(
TEXT("GameplayMediaEncoder.Initialize"),
TEXT("Constructs the audio/video encoding objects. Does not start encoding"),
FConsoleCommandDelegate::CreateStatic(&FGameplayMediaEncoder::InitializeCmd)
);
FAutoConsoleCommand GameplayMediaEncoderStart(
TEXT("GameplayMediaEncoder.Start"),
TEXT("Starts encoding"),
FConsoleCommandDelegate::CreateStatic(&FGameplayMediaEncoder::StartCmd)
);
FAutoConsoleCommand GameplayMediaEncoderStop(
TEXT("GameplayMediaEncoder.Stop"),
TEXT("Stops encoding"),
FConsoleCommandDelegate::CreateStatic(&FGameplayMediaEncoder::StopCmd)
);
FAutoConsoleCommand GameplayMediaEncoderShutdown(
TEXT("GameplayMediaEncoder.Shutdown"),
TEXT("Releases all systems."),
FConsoleCommandDelegate::CreateStatic(&FGameplayMediaEncoder::ShutdownCmd)
);
//////////////////////////////////////////////////////////////////////////
//
// FGameplayMediaEncoder
//
//////////////////////////////////////////////////////////////////////////
FGameplayMediaEncoder* FGameplayMediaEncoder::Singleton = nullptr;
FGameplayMediaEncoder* FGameplayMediaEncoder::Get()
{
if (!Singleton)
{
Singleton = new FGameplayMediaEncoder();
}
return Singleton;
}
FGameplayMediaEncoder::FGameplayMediaEncoder()
{
}
FGameplayMediaEncoder::~FGameplayMediaEncoder()
{
Shutdown();
}
bool FGameplayMediaEncoder::RegisterListener(IGameplayMediaEncoderListener* Listener)
{
check(IsInGameThread());
FScopeLock Lock(&ListenersCS);
if (Listeners.Num() == 0)
{
UE_LOG(GameplayMediaEncoder, Log, TEXT("Registering the first listener"));
if (!Start())
{
return false;
}
}
Listeners.AddUnique(Listener);
return true;
}
void FGameplayMediaEncoder::UnregisterListener(IGameplayMediaEncoderListener* Listener)
{
check(IsInGameThread());
ListenersCS.Lock();
Listeners.Remove(Listener);
bool bAnyListenersLeft = Listeners.Num() > 0;
ListenersCS.Unlock();
if (bAnyListenersLeft == false)
{
UE_LOG(GameplayMediaEncoder, Log, TEXT("Unregistered the last listener"));
Stop();
}
}
bool FGameplayMediaEncoder::Initialize()
{
MemoryCheckpoint("Initial");
if (VideoEncoder)
{
UE_LOG(GameplayMediaEncoder, Log, TEXT("Already initialized"));
return true;
}
// If some error occurs, call Shutdown to cleanup
bool bIsOk = false;
ON_SCOPE_EXIT
{
if (!bIsOk)
{
Shutdown();
}
};
//
// Audio
//
AVEncoder::FAudioEncoderFactory* AudioEncoderFactory = AVEncoder::FAudioEncoderFactory::FindFactory("aac");
if (!AudioEncoderFactory)
{
UE_LOG(GameplayMediaEncoder, Error, TEXT("No audio encoder for aac found"));
return false;
}
AudioEncoder = AudioEncoderFactory->CreateEncoder("aac");
if (!AudioEncoder)
{
UE_LOG(GameplayMediaEncoder, Error, TEXT("Could not create audio encoder"));
return false;
}
AVEncoder::FAudioEncoderConfig AudioConfig;
AudioConfig.Samplerate = HardcodedAudioSamplerate;
AudioConfig.NumChannels = HardcodedAudioNumChannels;
AudioConfig.Bitrate = HardcodedAudioBitrate;
if (!AudioEncoder->Initialize(AudioConfig))
{
UE_LOG(GameplayMediaEncoder, Error, TEXT("Could not initialize audio encoder"));
return false;
}
AudioEncoder->RegisterListener(*this);
MemoryCheckpoint("Audio encoder initialized");
//
// Video
//
AVEncoder::FVideoEncoderConfig VideoConfig;
FParse::Value(FCommandLine::Get(), TEXT("GameplayMediaEncoder.ResY="), VideoConfig.Height);
if (VideoConfig.Height == 0 || VideoConfig.Height == 720)
{
VideoConfig.Width = 1280;
VideoConfig.Height = 720;
}
else if (VideoConfig.Height == 1080)
{
VideoConfig.Width = 1920;
VideoConfig.Height = 1080;
}
else
{
UE_LOG(GameplayMediaEncoder, Fatal, TEXT("GameplayMediaEncoder.ResY can only have a value of 720 or 1080"));
return false;
}
// Specifying 0 will completely disable frame skipping (therefore encoding as many frames as possible)
FParse::Value(FCommandLine::Get(), TEXT("GameplayMediaEncoder.FPS="), VideoConfig.Framerate);
if (VideoConfig.Framerate == 0)
{
// Note : When disabling frame skipping, we lie to the encoder when initializing.
// We still specify a framerate, but then feed frames without skipping
VideoConfig.Framerate = HardcodedVideoFPS;
bDoFrameSkipping = false;
UE_LOG(GameplayMediaEncoder, Log, TEXT("Uncapping FPS"));
}
else
{
VideoConfig.Framerate = FMath::Clamp(VideoConfig.Framerate, (uint32)MinVideoFPS, (uint32)MaxVideoFPS);
bDoFrameSkipping = true;
UE_LOG(GameplayMediaEncoder, Log, TEXT("Capping FPS %u"), VideoConfig.Framerate);
}
VideoConfig.Bitrate = HardcodedVideoBitrate;
FParse::Value(FCommandLine::Get(), TEXT("GameplayMediaEncoder.Bitrate="), VideoConfig.Bitrate);
VideoConfig.Bitrate = FMath::Clamp(VideoConfig.Bitrate, (uint32)MinVideoBitrate, (uint32)MaxVideoBitrate);
UE_LOG(GameplayMediaEncoder, Log, TEXT("Using a config of {Width=%u, Height=%u, Framerate=%u, Bitrate=%u}"), VideoConfig.Width, VideoConfig.Height, VideoConfig.Framerate, VideoConfig.Bitrate);
AVEncoder::FVideoEncoderFactory* VideoEncoderFactory = AVEncoder::FVideoEncoderFactory::FindFactory("h264");
if (!VideoEncoderFactory)
{
UE_LOG(GameplayMediaEncoder, Error, TEXT("No encoder for h264 found"));
return false;
}
VideoEncoder = VideoEncoderFactory->CreateEncoder("h264");
if (!VideoEncoder)
{
UE_LOG(GameplayMediaEncoder, Error, TEXT("Could not create video encoder"));
return false;
}
if (!VideoEncoder->Initialize(VideoConfig))
{
UE_LOG(GameplayMediaEncoder, Error, TEXT("Could not initialize video encoder"));
return false;
}
VideoEncoder->RegisterListener(*this);
MemoryCheckpoint("Video encoder initialized");
bIsOk = true; // So Shutdown is not called due to the ON_SCOPE_EXIT
return true;
}
bool FGameplayMediaEncoder::Start()
{
if (StartTime != 0)
{
UE_LOG(GameplayMediaEncoder, Log, TEXT("Already running"));
return true;
}
if (!VideoEncoder)
{
UE_LOG(GameplayMediaEncoder, Log, TEXT("Not initialized yet , so also performing a Intialize()"));
if (!Initialize())
{
return false;
}
}
StartTime = FTimespan::FromSeconds(FPlatformTime::Seconds());
AudioClock = 0;
NumCapturedFrames = 0;
//
// subscribe to engine delegates for audio output and back buffer
//
FAudioDeviceHandle AudioDevice = GEngine->GetMainAudioDevice();
if (AudioDevice)
{
bAudioFormatChecked = false;
AudioDevice->RegisterSubmixBufferListener(this);
}
FSlateApplication::Get().GetRenderer()->OnBackBufferReadyToPresent().AddRaw(this, &FGameplayMediaEncoder::OnBackBufferReady);
return true;
}
void FGameplayMediaEncoder::Stop()
{
check(IsInGameThread());
if (StartTime == 0)
{
UE_LOG(GameplayMediaEncoder, Log, TEXT("Not running"));
return;
}
if (UGameEngine* GameEngine = Cast<UGameEngine>(GEngine))
{
FAudioDevice* AudioDevice = GameEngine->GetMainAudioDeviceRaw();
if (AudioDevice)
{
AudioDevice->UnregisterSubmixBufferListener(this);
}
if (FSlateApplication::IsInitialized())
{
FSlateApplication::Get().GetRenderer()->OnBackBufferReadyToPresent().RemoveAll(this);
}
}
StartTime = 0;
AudioClock = 0;
}
void FGameplayMediaEncoder::Shutdown()
{
if (StartTime != 0)
{
UE_LOG(GameplayMediaEncoder, Log, TEXT("Currently running, so also performing a Stop()"));
Stop();
}
{
FScopeLock Lock(&AudioProcessingCS);
if (AudioEncoder)
{
AudioEncoder->Shutdown();
AudioEncoder.Reset();
}
}
{
FScopeLock Lock(&VideoProcessingCS);
if (VideoEncoder)
{
VideoEncoder->Shutdown();
VideoEncoder.Reset();
}
}
}
FTimespan FGameplayMediaEncoder::GetMediaTimestamp() const
{
return FTimespan::FromSeconds(FPlatformTime::Seconds()) - StartTime;
}
void FGameplayMediaEncoder::OnNewSubmixBuffer(const USoundSubmix* OwningSubmix, float* AudioData, int32 NumSamples, int32 NumChannels, const int32 SampleRate, double /*AudioClock*/)
{
CSV_SCOPED_TIMING_STAT(GameplayMediaEncoder, OnNewSubmixBuffer);
if (SampleRate != HardcodedAudioSamplerate)
{
// Only report the problem once
if (!bAudioFormatChecked)
{
bAudioFormatChecked = true;
UE_LOG(GameplayMediaEncoder, Error, TEXT("Audio SampleRate needs to be %d HZ, current value is %d. VideoRecordingSystem won't record audio"), HardcodedAudioSamplerate, SampleRate);
}
return;
}
ProcessAudioFrame(AudioData, NumSamples, NumChannels, SampleRate);
}
void FGameplayMediaEncoder::OnBackBufferReady(SWindow& SlateWindow, const FTexture2DRHIRef& BackBuffer)
{
CSV_SCOPED_TIMING_STAT(GameplayMediaEncoder, OnBackBufferReady);
check(IsInRenderingThread());
ProcessVideoFrame(BackBuffer);
}
void FGameplayMediaEncoder::ProcessAudioFrame(const float* AudioData, int32 NumSamples, int32 NumChannels, int32 SampleRate)
{
Audio::AlignedFloatBuffer InData;
InData.Append(AudioData, NumSamples);
Audio::TSampleBuffer<float> FloatBuffer(InData, NumChannels, SampleRate);
// Mix to stereo if required, since PixelStreaming only accept stereo at the moment
if (FloatBuffer.GetNumChannels() != HardcodedAudioNumChannels)
{
FloatBuffer.MixBufferToChannels(HardcodedAudioNumChannels);
}
// Adjust the AudioClock if for some reason it falls behind real time. This can happen if the game spikes, or if we break into the debugger.
FTimespan Now = GetMediaTimestamp();
if (AudioClock < Now.GetTotalSeconds())
{
UE_LOG(GameplayMediaEncoder, Warning, TEXT("Audio clock falling behind real time clock by %.3f seconds. Ajusting audio clock"), Now.GetTotalSeconds()-AudioClock);
// Put it slightly ahead of the real time clock
AudioClock = Now.GetTotalSeconds() + (FloatBuffer.GetSampleDuration() / 2);
}
AVEncoder::FAudioFrame Frame;
Frame.Timestamp = FTimespan::FromSeconds(AudioClock);
Frame.Duration = FTimespan::FromSeconds(FloatBuffer.GetSampleDuration());
FloatBuffer.Clamp();
Frame.Data = FloatBuffer;
AudioEncoder->Encode(Frame);
AudioClock += FloatBuffer.GetSampleDuration();
}
void FGameplayMediaEncoder::ProcessVideoFrame(const FTexture2DRHIRef& BackBuffer)
{
FScopeLock Lock(&VideoProcessingCS);
FTimespan Now = GetMediaTimestamp();
if (bDoFrameSkipping)
{
uint64 NumExpectedFrames = static_cast<uint64>(Now.GetTotalSeconds() * VideoEncoder->GetConfig().Framerate);
UE_LOG(GameplayMediaEncoder, VeryVerbose, TEXT("time %.3f: captured %d, expected %d"), Now.GetTotalSeconds(), NumCapturedFrames + 1, NumExpectedFrames);
if (NumCapturedFrames + 1 > NumExpectedFrames)
{
UE_LOG(GameplayMediaEncoder, Verbose, TEXT("Framerate control dropped captured frame"));
return;
}
}
if (!ChangeVideoConfig())
{
return;
}
AVEncoder::FBufferId BufferId;
if (!VideoEncoder->CopyTexture(BackBuffer, Now, Now - LastVideoInputTimestamp, BufferId))
{
return;
}
VideoEncoder->Encode(BufferId, false, 0, nullptr);
LastVideoInputTimestamp = Now;
NumCapturedFrames++;
}
void FGameplayMediaEncoder::SetVideoBitrate(uint32 Bitrate)
{
NewVideoBitrate = Bitrate;
bChangeBitrate = true;
}
void FGameplayMediaEncoder::SetVideoFramerate(uint32 Framerate)
{
NewVideoFramerate = FMath::Clamp(Framerate, MinVideoFPS, MaxVideoFPS);
bChangeFramerate = true;
}
bool FGameplayMediaEncoder::ChangeVideoConfig()
{
if (bChangeBitrate)
{
if (!VideoEncoder->SetBitrate(NewVideoBitrate))
{
return false;
}
bChangeBitrate = false;
}
if (bChangeFramerate)
{
UE_LOG(GameplayMediaEncoder, Verbose, TEXT("framerate -> %d"), NewVideoFramerate.Load());
if (!VideoEncoder->SetFramerate(NewVideoFramerate))
{
return false;
}
bChangeFramerate = false;
NumCapturedFrames = 0;
}
return true;
}
void FGameplayMediaEncoder::OnEncodedAudioFrame(const AVEncoder::FAVPacket& Packet)
{
OnEncodedFrame(Packet);
}
void FGameplayMediaEncoder::OnEncodedVideoFrame(const AVEncoder::FAVPacket& Packet, AVEncoder::FEncoderVideoFrameCookie* Cookie)
{
OnEncodedFrame(Packet);
}
void FGameplayMediaEncoder::OnEncodedFrame(const AVEncoder::FAVPacket& Packet)
{
FScopeLock Lock(&ListenersCS);
for (auto&& Listener : Listeners)
{
Listener->OnMediaSample(Packet);
}
}
TPair<FString, AVEncoder::FAudioEncoderConfig> FGameplayMediaEncoder::GetAudioConfig() const
{
if (AudioEncoder)
{
return TPair<FString,AVEncoder::FAudioEncoderConfig>(
AudioEncoder->GetType(),
AudioEncoder->GetConfig());
}
else
{
return {};
}
}
TPair<FString, AVEncoder::FVideoEncoderConfig> FGameplayMediaEncoder::GetVideoConfig() const
{
if (AudioEncoder)
{
return TPair<FString,AVEncoder::FVideoEncoderConfig>(
VideoEncoder->GetType(),
VideoEncoder->GetConfig());
}
else
{
return {};
}
}