Files
UnrealEngine/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Public/MetasoundSource.h
2025-05-18 13:04:45 +08:00

419 lines
17 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EdGraph/EdGraph.h"
#include "HAL/CriticalSection.h"
#include "IAudioParameterTransmitter.h"
#include "Interfaces/MetasoundOutputFormatInterfaces.h"
#include "Metasound.h"
#include "MetasoundAssetBase.h"
#include "MetasoundFrontend.h"
#include "MetasoundFrontendDocument.h"
#include "MetasoundFrontendRegistries.h"
#include "MetasoundOperatorSettings.h"
#include "MetasoundParameterTransmitter.h"
#include "MetasoundRouter.h"
#include "MetasoundVertex.h"
#include "Sound/SoundWaveProcedural.h"
#include "UObject/AssetRegistryTagsContext.h"
#include "UObject/MetaData.h"
#include <atomic>
#include "MetasoundSource.generated.h"
#define UE_API METASOUNDENGINE_API
// Forward Declarations
#if WITH_EDITOR
class FDataValidationContext;
#endif // WITH_EDITOR
class UMetaSoundSettings;
struct FMetaSoundFrontendDocumentBuilder;
struct FMetaSoundQualitySettings;
namespace Audio
{
using DeviceID = uint32;
} // namespace Audio
namespace Metasound
{
struct FMetasoundGeneratorInitParams;
class FMetasoundGenerator;
namespace DynamicGraph
{
class FDynamicOperatorTransactor;
} // namespace DynamicGraph
namespace Engine
{
struct FAssetHelper;
} // namespace Engine;
namespace Frontend
{
class IDataTypeRegistry;
} // namespace Frontend
namespace SourcePrivate
{
class FParameterRouter;
using FCookedQualitySettings = FMetaSoundQualitySettings;
} // namespace SourcePrivate
struct FGeneratorInstanceInfo
{
FGeneratorInstanceInfo() = default;
FGeneratorInstanceInfo(uint64 InAudioComponentID, uint64 InInstanceID, TWeakPtr<FMetasoundGenerator> InGenerator);
uint64 AudioComponentID;
uint64 InstanceID;
TWeakPtr<FMetasoundGenerator> Generator;
};
} // namespace Metasound
UE_DEPRECATED(5.6, "Use FGeneratorInstanceInfoDelegate instead.")
DECLARE_TS_MULTICAST_DELEGATE_TwoParams(FOnGeneratorInstanceCreated, uint64, TSharedPtr<Metasound::FMetasoundGenerator>);
UE_DEPRECATED(5.6, "Use FGeneratorInstanceInfoDelegate instead.")
DECLARE_TS_MULTICAST_DELEGATE_TwoParams(FOnGeneratorInstanceDestroyed, uint64, TSharedPtr<Metasound::FMetasoundGenerator>);
DECLARE_TS_MULTICAST_DELEGATE_OneParam(FGeneratorInstanceInfoDelegate, const Metasound::FGeneratorInstanceInfo&);
/**
* This Metasound type can be played as an audio source.
*/
UCLASS(MinimalAPI, hidecategories = object, BlueprintType, meta = (DisplayName = "MetaSound Source"))
class UMetaSoundSource : public USoundWaveProcedural, public FMetasoundAssetBase, public IMetaSoundDocumentInterface
{
GENERATED_BODY()
friend struct Metasound::Engine::FAssetHelper;
friend class UMetaSoundSourceBuilder;
//Forward declare
class FAudioParameterCollector;
// FRuntimeInput represents an input to a MetaSound which can be manipulated.
struct FRuntimeInput
{
// Name of input vertex
FName Name;
// Data type name of input vertex.
FName TypeName;
// Access type of input vertex.
EMetasoundFrontendVertexAccessType AccessType;
// Default parameter of input vertex.
FAudioParameter DefaultParameter;
// True if the data type is transmittable. False otherwise.
bool bIsTransmittable;
};
struct FRuntimeInputData
{
std::atomic<bool> bIsValid = false;
Metasound::TSortedVertexNameMap<FRuntimeInput> InputMap;
};
protected:
UPROPERTY(EditAnywhere, Category = CustomView)
FMetasoundFrontendDocument RootMetasoundDocument;
UPROPERTY()
TSet<FString> ReferencedAssetClassKeys;
UPROPERTY()
TSet<TObjectPtr<UObject>> ReferencedAssetClassObjects;
UPROPERTY()
TSet<FSoftObjectPath> ReferenceAssetClassCache;
#if WITH_EDITORONLY_DATA
UPROPERTY(meta=(DeprecatedProperty, DeprecationMessage = "Use EditorGraph instead as it is now transient and generated via the FrontendDocument dynamically."))
TObjectPtr<UMetasoundEditorGraphBase> Graph;
UPROPERTY(Transient)
TObjectPtr<UMetasoundEditorGraphBase> EditorGraph;
#endif // WITH_EDITORONLY_DATA
public:
UE_API UMetaSoundSource(const FObjectInitializer& ObjectInitializer);
// The output audio format of the metasound source.
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Metasound)
EMetaSoundOutputAudioFormat OutputFormat;
#if WITH_EDITORONLY_DATA
// The QualitySetting MetaSound will use, as defined in 'MetaSound' Settings.
UPROPERTY(EditAnywhere, BlueprintReadWrite, AssetRegistrySearchable, meta = (GetOptions="MetasoundEngine.MetaSoundSettings.GetQualityNames"), Category = "Metasound")
FName QualitySetting;
// This a editor only look up for the Quality Setting above. Preventing orphaning of the original name.
UPROPERTY()
FGuid QualitySettingGuid;
// Override the BlockRate for this Sound (overrides Quality). NOTE: A Zero value will have no effect and use either the Quality setting (if set), or the defaults.
UPROPERTY(EditAnywhere, BlueprintReadOnly, AdvancedDisplay, Category = Metasound, meta = (UIMin = 0, UIMax = 1000.0, DisplayAfter="OutputFormat", DisplayName = "Override Block Rate (in Hz)"))
FPerPlatformFloat BlockRateOverride = 0.f;
// Override the SampleRate for this Sound (overrides Quality). NOTE: A Zero value will have no effect and use either the Quality setting (if set), or the Device Rate
UPROPERTY(EditAnywhere, BlueprintReadOnly, AdvancedDisplay, Category = Metasound, meta = (UIMin = 0, UIMax = 96000, DisplayName = "Override Sample Rate (in Hz)"))
FPerPlatformInt SampleRateOverride = 0;
UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Property is now serialized directly as asset tag"))
FGuid AssetClassID;
UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Property is now serialized directly as asset tag"))
FString RegistryInputTypes;
UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Property is now serialized directly as asset tag"))
FString RegistryOutputTypes;
UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Property is now serialized directly as asset tag"))
int32 RegistryVersionMajor = 0;
UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Property is now serialized directly as asset tag"))
int32 RegistryVersionMinor = 0;
UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Property is now serialized directly as asset tag"))
bool bIsPreset = false;
// Returns document name (for editor purposes, and avoids making document public for edit
// while allowing editor to reference directly)
static FName GetDocumentPropertyName()
{
return GET_MEMBER_NAME_CHECKED(UMetaSoundSource, RootMetasoundDocument);
}
// Name to display in editors
UE_API virtual FText GetDisplayName() const override;
// Returns the graph associated with this Metasound. Graph is required to be referenced on
// Metasound UObject for editor serialization purposes.
// @return Editor graph associated with UMetaSoundSource.
UE_API virtual UEdGraph* GetGraph() const override;
UE_API virtual UEdGraph& GetGraphChecked() const override;
UE_API virtual void MigrateEditorGraph(FMetaSoundFrontendDocumentBuilder& OutBuilder) override;
// Sets the graph associated with this Metasound. Graph is required to be referenced on
// Metasound UObject for editor serialization purposes.
// @param Editor graph associated with UMetaSoundSource.
virtual void SetGraph(UEdGraph* InGraph) override
{
EditorGraph = CastChecked<UMetasoundEditorGraphBase>(InGraph);
}
#endif // #if WITH_EDITORONLY_DATA
#if WITH_EDITOR
UE_API virtual void PostEditUndo() override;
virtual bool GetRedrawThumbnail() const override
{
return false;
}
virtual void SetRedrawThumbnail(bool bInRedraw) override
{
}
virtual bool CanVisualizeAsset() const override
{
return false;
}
UE_API virtual void PreDuplicate(FObjectDuplicationParameters& DupParams) override;
UE_API virtual void PostDuplicate(EDuplicateMode::Type InDuplicateMode) override;
UE_API virtual void PostEditChangeProperty(FPropertyChangedEvent& InEvent) override;
UE_API virtual bool CanEditChange(const FProperty* InProperty) const override;
UE_API virtual EDataValidationResult IsDataValid(FDataValidationContext& Context) const override;
private:
UE_API void PostEditChangeOutputFormat();
UE_API void PostEditChangeQualitySettings();
#endif // WITH_EDITOR
public:
virtual const TSet<FString>& GetReferencedAssetClassKeys() const override
{
return ReferencedAssetClassKeys;
}
UE_API virtual TArray<FMetasoundAssetBase*> GetReferencedAssets() override;
UE_API virtual const TSet<FSoftObjectPath>& GetAsyncReferencedAssetClassPaths() const override;
UE_API virtual void OnAsyncReferencedAssetsLoaded(const TArray<FMetasoundAssetBase*>& InAsyncReferences) override;
UE_API virtual void BeginDestroy() override;
UE_API virtual void PreSave(FObjectPreSaveContext InSaveContext) override;
UE_API virtual void Serialize(FArchive& Ar) override;
UE_API virtual void PostLoad() override;
UE_API void PostLoadQualitySettings();
UE_API virtual bool ConformObjectToDocument() override;
UE_API virtual void GetAssetRegistryTags(FAssetRegistryTagsContext Context) const override;
UE_API virtual FTopLevelAssetPath GetAssetPathChecked() const override;
UObject* GetOwningAsset() override
{
return this;
}
const UObject* GetOwningAsset() const override
{
return this;
}
UE_API virtual void InitParameters(TArray<FAudioParameter>& ParametersToInit, FName InFeatureName) override;
UE_API virtual void InitResources() override;
UE_API virtual void UpdateAndRegisterForExecution(Metasound::Frontend::FMetaSoundAssetRegistrationOptions InRegistrationOptions = Metasound::Frontend::FMetaSoundAssetRegistrationOptions()) override;
UE_API virtual bool IsPlayable() const override;
UE_API virtual float GetDuration() const override;
UE_API virtual bool ImplementsParameterInterface(Audio::FParameterInterfacePtr InInterface) const override;
UE_API virtual ISoundGeneratorPtr CreateSoundGenerator(const FSoundGeneratorInitParams& InParams, TArray<FAudioParameter>&& InDefaultParameters) override;
UE_API virtual void OnEndGenerate(ISoundGeneratorPtr Generator) override;
UE_API virtual TSharedPtr<Audio::IParameterTransmitter> CreateParameterTransmitter(Audio::FParameterTransmitterInitParams&& InParams) const override;
UE_API virtual bool IsParameterValid(const FAudioParameter& InParameter) const override;
UE_API virtual bool IsLooping() const override;
UE_API virtual bool IsOneShot() const override;
virtual bool EnableSubmixSendsOnPreview() const override { return true; }
/**
* Attempt to get a generator for a given AudioComponentID.
* You should only pass a valid AudioComponentID.
* If the ID is set to INDEX_NONE, e.g. from using FAudioDevice::PlaySoundAtLocation, use GetGeneratorForInstanceID instead.
* @param ComponentId The ID of the AudioComponent you want the generator from.
* @return A generator if it exists. A null weak pointer otherwise.
*/
UE_API TWeakPtr<Metasound::FMetasoundGenerator> GetGeneratorForAudioComponent(uint64 ComponentId) const;
/**
* Attempt to get a generator for a given InstanceID.
* Use Audio::GetTransmitterID to construct an appropriate InstanceID.
* @param InstanceId The hash of the ComponentID, WaveInstanceHash and the ActiveSound Play Order
* @return A generator if it exists. A null weak pointer otherwise.
*/
UE_API TWeakPtr<Metasound::FMetasoundGenerator> GetGeneratorForInstanceID(uint64 InstanceId) const;
UE_API bool IsDynamic() const;
PRAGMA_DISABLE_DEPRECATION_WARNINGS
UE_DEPRECATED(5.6, "Use OnGeneratorInstanceInfoCreated instead.")
FOnGeneratorInstanceCreated OnGeneratorInstanceCreated;
UE_DEPRECATED(5.6, "Use OnGeneratorInstanceInfoDestroyed instead.")
FOnGeneratorInstanceDestroyed OnGeneratorInstanceDestroyed;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
FGeneratorInstanceInfoDelegate OnGeneratorInstanceInfoCreated;
FGeneratorInstanceInfoDelegate OnGeneratorInstanceInfoDestroyed;
UE_API Metasound::FOperatorSettings GetOperatorSettings(Metasound::FSampleRate InDeviceSampleRate) const;
UE_API virtual const FMetasoundFrontendDocument& GetConstDocument() const override;
UE_API virtual bool IsActivelyBuilding() const override;
UE_API virtual const UClass& GetBaseMetaSoundUClass() const final override;
UE_API virtual const UClass& GetBuilderUClass() const final override;
protected:
UE_DEPRECATED(5.6, "AccessPtrs are actively being deprecated. Writable access outside of the builder API "
"is particularly problematic as in so accessing, the builder's caches are reset which can cause major "
"editor performance regressions.")
UE_API Metasound::Frontend::FDocumentAccessPtr GetDocumentAccessPtr() override;
UE_API Metasound::Frontend::FConstDocumentAccessPtr GetDocumentConstAccessPtr() const override;
/** Gets all the default parameters for this Asset. */
UE_API virtual bool GetAllDefaultParameters(TArray<FAudioParameter>& OutParameters) const override;
#if WITH_EDITOR
UE_API virtual void SetReferencedAssets(TSet<Metasound::Frontend::IMetaSoundAssetManager::FAssetRef>&& InAssetRefs) override;
#endif // #if WITH_EDITOR
private:
virtual FMetasoundFrontendDocument& GetDocument() override
{
return RootMetasoundDocument;
}
UE_API virtual void OnBeginActiveBuilder() override;
UE_API virtual void OnFinishActiveBuilder() override;
UE_API void InitParametersInternal(const Metasound::TSortedVertexNameMap<FRuntimeInput>& InputMap, TArray<FAudioParameter>& ParametersToInit, FName InFeatureName) const;
UE_API bool IsParameterValidInternal(const FAudioParameter& InParameter, const FName& InTypeName, Metasound::Frontend::IDataTypeRegistry& InDataTypeRegistry) const;
static UE_API Metasound::SourcePrivate::FParameterRouter& GetParameterRouter();
public:
UE_API Metasound::FMetasoundEnvironment CreateEnvironment(const FSoundGeneratorInitParams& InParams) const;
UE_API const TArray<Metasound::FVertexName>& GetOutputAudioChannelOrder() const;
/** Find the Source related to this Preset.
*
* If this MetaSound is a preset and preset graph inflation is enabled, this
* will traverse the MetaSound Preset hierarchy until a UMetaSoundSource is
* found which is either
* - Not a preset
* AND/OR
* - Has modified constructor pin overrides.
*/
UE_API const UMetaSoundSource& FindFirstNoninflatableSource(Metasound::FMetasoundEnvironment& InOutEnvironment, TFunctionRef<void(const UMetaSoundSource&)> OnTraversal) const;
private:
UE_API const UMetaSoundSource& FindFirstNoninflatableSourceInternal(TArray<FGuid>& OutHierarchy, TFunctionRef<void(const UMetaSoundSource&)> OnTraversal) const;
UE_API TSharedPtr<const Metasound::IGraph> FindFirstNoninflatableGraph(UMetaSoundSource::FAudioParameterCollector& InOutParameterCollector, Metasound::FMetasoundEnvironment& InOutEnvironment) const;
UE_API Metasound::FMetasoundEnvironment CreateEnvironment() const;
UE_API Metasound::FMetasoundEnvironment CreateEnvironment(const Audio::FParameterTransmitterInitParams& InParams) const;
mutable FCriticalSection GeneratorMapCriticalSection;
TArray<Metasound::FGeneratorInstanceInfo> Generators;
UE_API void TrackGenerator(Metasound::FGeneratorInstanceInfo&& GeneratorInfo);
UE_API void ForgetGenerator(ISoundGeneratorPtr Generator);
static UE_API FRuntimeInput CreateRuntimeInput(const Metasound::Frontend::IDataTypeRegistry& Registry, const FMetasoundFrontendClassInput& Input, bool bCreateUObjectProxies);
UE_API Metasound::TSortedVertexNameMap<FRuntimeInput> CreateRuntimeInputMap(bool bCreateUObjectProxies) const;
UE_API void CacheRuntimeInputData();
UE_API void InvalidateCachedRuntimeInputData();
FRuntimeInputData RuntimeInputData;
/** Enable/disable dynamic generator.
*
* Once a dynamic generator is enabled, all changes to the MetaSound should be applied to the
* FDynamicOperatorTransactor in order to keep parity between the document and active graph.
*
* Note: Disabling the dynamic generator will sever the communication between any active generators
* even if the dynamic generator is re-enabled during the lifetime of the active generators
*/
UE_API TSharedPtr<Metasound::DynamicGraph::FDynamicOperatorTransactor> SetDynamicGeneratorEnabled(bool bInIsEnabled);
/** Get dynamic transactor
*
* If dynamic generators are enabled, this will return a valid pointer to a dynamic transactor.
* Changes to this transactor will be forwarded to any active Dynamic MetaSound Generators.
*/
UE_API TSharedPtr<Metasound::DynamicGraph::FDynamicOperatorTransactor> GetDynamicGeneratorTransactor() const;
TSharedPtr<Metasound::DynamicGraph::FDynamicOperatorTransactor> DynamicTransactor;
// Cache the AudioDevice Samplerate. (so that if we have to regenerate operator settings without the device rate we can use this).
mutable Metasound::FSampleRate CachedAudioDeviceSampleRate = 0;
bool bIsBuilderActive = false;
// Preset graph inflation is a performance optimization intended for use with the MetaSoundOperatorPool. If multiple presets
// utilize the same base MetaSound, they may be able to share their operators in the operator pool. This makes for a more
// efficient use of the operator pool.
bool bIsPresetGraphInflationSupported = false;
// Quality settings.
UE_API bool GetQualitySettings(const FName InPlatformName, Metasound::SourcePrivate::FCookedQualitySettings& OutQualitySettings) const;
UE_API void ResolveQualitySettings(const UMetaSoundSettings* Settings);
UE_API void SerializeCookedQualitySettings(const FName PlatformName, FArchive& Ar);
TPimplPtr<Metasound::SourcePrivate::FCookedQualitySettings> CookedQualitySettings;
};
#undef UE_API