Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundStandardNodes/Private/MetasoundTriggerDelayNode.cpp
rob gay fd8bd04b55 - General Metasound Type Reduction
- Reduced Metasound Time Types to single FTime
- Show AudioBuffer as just "Audio" in UI/UX in preparation for nuking mono/stereo type ("mono" will be implicit for single audio type)
- Removed Frequency type
- Removed exposition of Gain as registered type (left code for potential use in node development)
- Added Nodes to convert accordingly between removed types
#rb phil.popp
#jira UEAU-699

#ROBOMERGE-SOURCE: CL 15415392 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15415399 by rob gay in ue5-main branch]
2021-02-16 01:26:50 -04:00

186 lines
6.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundTriggerDelayNode.h"
#include "CoreMinimal.h"
#include "MetasoundBuilderInterface.h"
#include "MetasoundDataReferenceCollection.h"
#include "MetasoundExecutableOperator.h"
#include "MetasoundFacade.h"
#include "MetasoundNode.h"
#include "MetasoundNodeInterface.h"
#include "MetasoundNodeRegistrationMacro.h"
#include "MetasoundOperatorInterface.h"
#include "MetasoundPrimitives.h"
#include "MetasoundSampleCounter.h"
#include "MetasoundStandardNodesNames.h"
#define LOCTEXT_NAMESPACE "MetasoundStandardNodes"
namespace Metasound
{
METASOUND_REGISTER_NODE(FTriggerDelayNode)
class FTriggerDelayOperator : public TExecutableOperator<FTriggerDelayOperator>
{
public:
static const FNodeClassMetadata& GetNodeInfo();
static const FVertexInterface& GetVertexInterface();
static TUniquePtr<IOperator> CreateOperator(const FCreateOperatorParams& InParams, FBuildErrorArray& OutErrors);
FTriggerDelayOperator(const FOperatorSettings& InSettings, const FTriggerReadRef& InTriggerReset, const FTriggerReadRef& InTriggerIn, const FTimeReadRef& InDelay);
virtual FDataReferenceCollection GetInputs() const override;
virtual FDataReferenceCollection GetOutputs() const override;
void Execute();
private:
FSampleCounter NextTriggerCounter;
FSampleCount LastFrameReset;
FTriggerReadRef TriggerIn;
FTriggerReadRef TriggerReset;
FTriggerWriteRef TriggerOut;
FTimeReadRef Delay;
FSampleCount FramesPerBlock;
};
FTriggerDelayOperator::FTriggerDelayOperator(const FOperatorSettings& InSettings, const FTriggerReadRef& InTriggerReset, const FTriggerReadRef& InTriggerIn, const FTimeReadRef& InDelay)
: NextTriggerCounter(-1, InSettings.GetSampleRate())
, LastFrameReset(-1)
, TriggerIn(InTriggerIn)
, TriggerReset(InTriggerReset)
, TriggerOut(FTriggerWriteRef::CreateNew(InSettings))
, Delay(InDelay)
, FramesPerBlock(InSettings.GetNumFramesPerBlock())
{
}
FDataReferenceCollection FTriggerDelayOperator::GetInputs() const
{
FDataReferenceCollection InputDataReferences;
InputDataReferences.AddDataReadReference(TEXT("Delay"), FTimeReadRef(Delay));
InputDataReferences.AddDataReadReference(TEXT("In"), FTriggerReadRef(TriggerIn));
InputDataReferences.AddDataReadReference(TEXT("Reset"), FTriggerReadRef(TriggerIn));
return InputDataReferences;
}
FDataReferenceCollection FTriggerDelayOperator::GetOutputs() const
{
FDataReferenceCollection OutputDataReferences;
OutputDataReferences.AddDataReadReference(TEXT("Out"), FTriggerReadRef(TriggerOut));
return OutputDataReferences;
}
void FTriggerDelayOperator::Execute()
{
// Advance internal counter to get rid of old triggers.
TriggerOut->AdvanceBlock();
LastFrameReset = -1;
TriggerReset->ExecuteBlock(
[&](int32 StartFrame, int32 EndFrame)
{
},
[this](int32 StartFrame, int32 EndFrame)
{
LastFrameReset = StartFrame;
}
);
TriggerIn->ExecuteBlock(
[&](int32 StartFrame, int32 EndFrame)
{
},
[this](int32 StartFrame, int32 EndFrame)
{
if (StartFrame > LastFrameReset)
{
NextTriggerCounter.SetNumSamples(*Delay);
LastFrameReset = -1;
}
else
{
NextTriggerCounter.SetNumSamples(-1);
}
}
);
if (NextTriggerCounter >= 0)
{
FSampleCount SamplesRemaining = NextTriggerCounter.GetNumSamples() - FramesPerBlock;
if (SamplesRemaining > 0.0f)
{
NextTriggerCounter -= FramesPerBlock;
}
else
{
TriggerOut->TriggerFrame(SamplesRemaining + (int32)FramesPerBlock);
NextTriggerCounter.SetNumSamples(-1);
}
}
}
TUniquePtr<IOperator> FTriggerDelayOperator::CreateOperator(const FCreateOperatorParams& InParams, FBuildErrorArray& OutErrors)
{
const FTriggerDelayNode& DelayNode = static_cast<const FTriggerDelayNode&>(InParams.Node);
const FInputVertexInterface& InputInterface = GetVertexInterface().GetInputInterface();
FTimeReadRef Delay = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<FTime, float>(InputInterface, TEXT("Delay"));
FTriggerReadRef TriggerIn = InParams.InputDataReferences.GetDataReadReferenceOrConstruct<FTrigger>(TEXT("In"), InParams.OperatorSettings);
FTriggerReadRef TriggerReset = InParams.InputDataReferences.GetDataReadReferenceOrConstruct<FTrigger>(TEXT("Reset"), InParams.OperatorSettings);
return MakeUnique<FTriggerDelayOperator>(InParams.OperatorSettings, TriggerReset, TriggerIn, Delay);
}
const FVertexInterface& FTriggerDelayOperator::GetVertexInterface()
{
static const FVertexInterface Interface(
FInputVertexInterface(
TInputDataVertexModel<FTime>(TEXT("Delay"), LOCTEXT("TriggerDelayTooltip", "Time to delay and execute deferred trigger in seconds."), 1.0f),
TInputDataVertexModel<FTrigger>(TEXT("In"), LOCTEXT("TriggerDelayInTooltip", "Triggers delay.")),
TInputDataVertexModel<FTrigger>(TEXT("Reset"), LOCTEXT("TriggerDelayResetInTooltip", "Resets the trigger delay, clearing the execution task if pending."))
),
FOutputVertexInterface(
TOutputDataVertexModel<FTrigger>(TEXT("Out"), LOCTEXT("TriggerOutTooltip", "The deferred output trigger"))
)
);
return Interface;
}
const FNodeClassMetadata& FTriggerDelayOperator::GetNodeInfo()
{
auto InitNodeInfo = []() -> FNodeClassMetadata
{
FNodeClassMetadata Info;
Info.ClassName = {Metasound::StandardNodes::Namespace, TEXT("Trigger Delay"), TEXT("")};
Info.MajorVersion = 1;
Info.MinorVersion = 0;
Info.DisplayName = LOCTEXT("Metasound_TriggerDelayNodeDisplayName", "Trigger Delay");
Info.Description = LOCTEXT("Metasound_TriggerDelayNodeDescription", "Executes output trigger after the given delay time from the most recent execution of the input trigger .");
Info.Author = PluginAuthor;
Info.PromptIfMissing = PluginNodeMissingPrompt;
Info.DefaultInterface = GetVertexInterface();
return Info;
};
static const FNodeClassMetadata Info = InitNodeInfo();
return Info;
}
FTriggerDelayNode::FTriggerDelayNode(const FNodeInitData& InInitData)
: FNodeFacade(InInitData.InstanceName, InInitData.InstanceID, TFacadeOperatorClass<FTriggerDelayOperator>())
{
}
}
#undef LOCTEXT_NAMESPACE // MetasoundTriggerDelayNode