// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "MediaOutput.h" #include "AjaMediaDefinitions.h" #include "MediaIOCoreDefinitions.h" #include "AjaMediaOutput.generated.h" /** * Native data format. */ UENUM() enum class EAjaMediaOutputPixelFormat : uint8 { PF_8BIT_YUV UMETA(DisplayName = "8bit YUV"), PF_10BIT_YUV UMETA(DisplayName = "10bit YUV"), }; UENUM() enum class EAjaMediaOutputAudioSampleRate : uint32 { SR_48k = 48000 UMETA(DisplayName = "48 kHz") }; /** * Number of output audio channels */ UENUM() enum class EAjaMediaOutputChannelConfiguration : uint8 { CH_6 = 6 UMETA(DisplayName = "6 Channels"), CH_8 = 8 UMETA(DisplayName = "8 Channels"), CH_16 = 16 UMETA(DisplayName = "16 Channels") }; /** * Output information for an aja media capture. * @note 'Frame Buffer Pixel Format' must be set to at least 8 bits of alpha to enabled the Key. * @note 'Enable alpha channel support in post-processing' must be set to 'Allow through tonemapper' to enabled the Key. */ UCLASS(BlueprintType, meta=(MediaIOCustomLayout="AJA")) class AJAMEDIAOUTPUT_API UAjaMediaOutput : public UMediaOutput { GENERATED_UCLASS_BODY() public: /** The device, port and video settings that correspond to the output. */ UPROPERTY(EditAnywhere, Category="AJA", meta=(DisplayName="Configuration")) FMediaIOOutputConfiguration OutputConfiguration; public: /** * The output of the Audio, Ancillary and/or video will be perform at the same time. * This may decrease transfer performance but each the data will be sync in relation with each other. */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Output") bool bOutputWithAutoCirculating; /** Whether to embed the Engine's timecode to the output frame. */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Output") EMediaIOTimecodeFormat TimecodeFormat; /** Native data format internally used by the device before being converted to SDI/HDMI signal. */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Output") EAjaMediaOutputPixelFormat PixelFormat; /** If the video format is compatible with 3G Level A, do the conversion to output in LevelB. */ UPROPERTY(EditAnywhere, AdvancedDisplay, Category="Output") bool bOutputIn3GLevelB; /** Invert Key Output */ UPROPERTY(EditAnywhere, AdvancedDisplay, Category = "Output") bool bInvertKeyOutput; /** Whether to capture and output audio from the engine. */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Output") bool bOutputAudio; /** Size of the buffer that holds rendered audio samples, a bigger buffer will produce a more stable output signal but will introduce more delay. */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Output") int32 AudioBufferSize = 5*1024; /** Number of audio channels used when output audio on the card. */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Output") EAjaMediaOutputChannelConfiguration NumOutputAudioChannels = EAjaMediaOutputChannelConfiguration::CH_8; /** Audio output sample rate. */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Output") EAjaMediaOutputAudioSampleRate AudioSampleRate = EAjaMediaOutputAudioSampleRate::SR_48k; /** Whether to output audio on the audio thread instead of the rendering thread. Only available in Ping Pong mode. (Experimental) */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Output", meta = (EditCondition = "bOutputWithAutoCirculating == false")) bool bOutputAudioOnAudioThread = false; /** * Number of frame used to transfer from the system memory to the AJA card. * A smaller number is most likely to cause missed frame. * A bigger number is most likely to increase latency. */ UPROPERTY(EditAnywhere, AdvancedDisplay, Category="Output", meta=(ClampMin=1, ClampMax=4)) int32 NumberOfAJABuffers; /** * Only make sense in interlaced mode. * When creating a new Frame the 2 fields need to have the same timecode value. * The Engine's need a TimecodeProvider (or the default system clock) that is in sync with the generated fields. */ UPROPERTY(EditAnywhere, AdvancedDisplay, Category="Output") bool bInterlacedFieldsTimecodeNeedToMatch; /** * If this is enabled when outputting media in interlace format, frames will be treated as progressive and will be outputted as-is. (Experimental) */ UPROPERTY(EditAnywhere, AdvancedDisplay, Category = "Output") bool bOutputInterlaceAsProgressive = false; /** * HDR Metadata of the video signal. */ UPROPERTY(EditAnywhere, Category = "Output", DisplayName="HDR") FAjaMediaHDROptions HDROptions; /** Try to maintain a the engine "Genlock" with the VSync signal. */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Synchronization") bool bWaitForSyncEvent; public: /** Log a warning when there's a drop frame. */ UPROPERTY(EditAnywhere, Category="Debug") bool bLogDropFrame; /** Burn Frame Timecode on the output without any frame number clipping. */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Debug", meta=(DisplayName="Burn Frame Timecode")) bool bEncodeTimecodeInTexel; public: virtual bool Validate(FString& FailureReason) const override; FFrameRate GetRequestedFrameRate() const; virtual FIntPoint GetRequestedSize() const override; virtual EPixelFormat GetRequestedPixelFormat() const override; virtual EMediaCaptureConversionOperation GetConversionOperation(EMediaCaptureSourceType InSourceType) const override; #if WITH_EDITOR virtual FString GetDescriptionString() const override; #endif //WITH_EDITOR protected: virtual UMediaCapture* CreateMediaCaptureImpl() override; public: //~ UObject interface #if WITH_EDITOR virtual bool CanEditChange(const FProperty* InProperty) const override; virtual void PostEditChangeChainProperty(struct FPropertyChangedChainEvent& PropertyChangedEvent) override; #endif //WITH_EDITOR //~ End UObject interface };