Files
UnrealEngine/Engine/Plugins/MetaHuman/MetaHumanLiveLink/Source/MetaHumanLocalLiveLinkSource/Private/MetaHumanPipelineAudioSourceNode.cpp
2025-05-18 13:04:45 +08:00

98 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetaHumanPipelineAudioSourceNode.h"
namespace UE::MetaHuman::Pipeline
{
FAudioSourceNode::FAudioSourceNode(const FString& InName) : FNode("AudioSource", InName)
{
Pins.Add(FPin("Audio Out", EPinDirection::Output, EPinType::Audio));
Pins.Add(FPin("Audio Sample Time Out", EPinDirection::Output, EPinType::QualifiedFrameTime));
Pins.Add(FPin("Audio Sample Time Source Out", EPinDirection::Output, EPinType::Int));
}
bool FAudioSourceNode::Process(const TSharedPtr<FPipelineData>& InPipelineData)
{
FAudioDataType Audio;
FQualifiedFrameTime AudioSampleTime;
FMetaHumanLocalLiveLinkSubject::ETimeSource AudioSampleTimeSource = FMetaHumanLocalLiveLinkSubject::ETimeSource::NotSet;
int32 NumSamples = 0;
while (NumSamples == 0)
{
if (*bAbort)
{
return false;
}
{
FScopeLock Lock(&Mutex);
NumSamples = AudioSamples.Num();
if (!ErrorMessage.IsEmpty())
{
InPipelineData->SetErrorNodeCode(ErrorCode::GeneralError);
InPipelineData->SetErrorNodeMessage(ErrorMessage);
return false;
}
}
if (NumSamples == 0)
{
FPlatformProcess::Sleep(0.001f);
}
}
if (NumSamples == 0)
{
return false;
}
else
{
FScopeLock Lock(&Mutex);
Audio = MoveTemp(AudioSamples[0].Audio);
AudioSampleTime = AudioSamples[0].Time;
AudioSampleTimeSource = AudioSamples[0].TimeSource;
AudioSamples.RemoveAt(0);
}
InPipelineData->SetData<FAudioDataType>(Pins[0], MoveTemp(Audio));
InPipelineData->SetData<FQualifiedFrameTime>(Pins[1], AudioSampleTime);
InPipelineData->SetData<int32>(Pins[2], static_cast<uint8>(AudioSampleTimeSource));
return true;
}
bool FAudioSourceNode::End(const TSharedPtr<FPipelineData>& InPipelineData)
{
FScopeLock Lock(&Mutex);
AudioSamples.Reset();
ErrorMessage = "";
return true;
}
void FAudioSourceNode::AddAudioSample(FAudioSample&& InAudioSample)
{
FScopeLock Lock(&Mutex);
AudioSamples.Add(MoveTemp(InAudioSample));
}
void FAudioSourceNode::SetError(const FString& InErrorMessage)
{
FScopeLock Lock(&Mutex);
ErrorMessage = InErrorMessage;
}
}