366 lines
13 KiB
C++
366 lines
13 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Internationalization/Text.h"
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#include "MetasoundExecutableOperator.h"
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#include "MetasoundNodeRegistrationMacro.h"
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#include "MetasoundParamHelper.h"
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#include "MetasoundPrimitives.h"
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#include "MetasoundStandardNodesNames.h"
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#include "MetasoundTrigger.h"
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#include "MetasoundTime.h"
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#include "MetasoundAudioBuffer.h"
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#include "DSP/Delay.h"
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#include "MetasoundStandardNodesCategories.h"
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#include "MetasoundFacade.h"
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#include "MetasoundParamHelper.h"
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#define LOCTEXT_NAMESPACE "MetasoundStandardNodes_Delay"
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namespace Metasound
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{
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namespace DelayNodePrivate
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{
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METASOUND_PARAM(InputResetDelay, "Reset", "Resets the delay buffer.");
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METASOUND_PARAM(InParamAudioInput, "In", "Audio input.")
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METASOUND_PARAM(InParamDelayTime, "Delay Time", "The amount of time to delay the audio.")
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METASOUND_PARAM(InParamDryLevel, "Dry Level", "The dry level of the delay.")
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METASOUND_PARAM(InParamWetLevel, "Wet Level", "The wet level of the delay.")
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METASOUND_PARAM(InParamFeedbackAmount, "Feedback", "Feedback amount.")
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METASOUND_PARAM(InParamMaxDelayTime, "Max Delay Time", "The maximum amount of time to delay the audio.")
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METASOUND_PARAM(OutParamAudio, "Out", "Audio output.")
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static constexpr float MinMaxDelaySeconds = 0.001f;
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static constexpr float MaxMaxDelaySeconds = 1000.f;
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static constexpr float DefaultMaxDelaySeconds = 5.0f;
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template<typename ValueType>
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struct TDelay
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{
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bool bSupported = false;
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};
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template<>
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struct TDelay<FTime>
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{
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static FNodeClassName GetClassName(const FName& InOperatorName)
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{
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// Note the older FTime variant was used StandardNodes::AudioVariant
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return FNodeClassName{ StandardNodes::Namespace, InOperatorName, StandardNodes::AudioVariant };
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}
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static float GetDelayLengthSeconds(TDataReadReference<FTime>& InDelayParam, int32 InFrameIndex = 0)
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{
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return (float)InDelayParam->GetSeconds();
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}
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static TDataReadReference<FTime> CreateInRef(const FBuildOperatorParams& InParams)
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{
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const FInputVertexInterfaceData& InputData = InParams.InputData;
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return InputData.GetOrCreateDefaultDataReadReference<FTime>(METASOUND_GET_PARAM_NAME(InParamDelayTime), InParams.OperatorSettings);
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}
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static bool IsAudioType() { return false; }
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};
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template<>
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struct TDelay<FAudioBuffer>
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{
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static FNodeClassName GetClassName(const FName& InOperatorName)
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{
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// Even though this is technically the audio variant of the node, we need to pick something different than "audio variant", so pick something very specific
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return FNodeClassName{ "Delay", InOperatorName, "AudioBufferDelayTime" };
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}
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static float GetDelayLengthSeconds(TDataReadReference<FAudioBuffer>& InDelayParam, int32 InFrameIndex = 0)
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{
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if (InFrameIndex < 0 || InFrameIndex >= InDelayParam->Num())
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return 0.0f;
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const float* Data = InDelayParam->GetData();
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// the first sample of the audio buffer is the initial delay length
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return Data[InFrameIndex];
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}
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static TDataReadReference<FAudioBuffer> CreateInRef(const FBuildOperatorParams& InParams)
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{
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const FInputVertexInterfaceData& InputData = InParams.InputData;
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return InputData.GetOrCreateDefaultDataReadReference<FAudioBuffer>(METASOUND_GET_PARAM_NAME(InParamDelayTime), InParams.OperatorSettings);
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}
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static bool IsAudioType() { return true; }
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};
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}
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template<typename ValueType>
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class TDelayNodeOperator : public TExecutableOperator<TDelayNodeOperator<ValueType>>
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{
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public:
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static const FVertexInterface& GetDefaultInterface()
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{
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using namespace DelayNodePrivate;
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FDataVertexMetadata MaxDelayTimeMetadata = METASOUND_GET_PARAM_METADATA(InParamMaxDelayTime);
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MaxDelayTimeMetadata.bIsAdvancedDisplay = true;
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static const FVertexInterface DefaultInterface(
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FInputVertexInterface(
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TInputDataVertex<FAudioBuffer>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamAudioInput)),
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TInputDataVertex<ValueType>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamDelayTime), 1.0f),
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TInputDataVertex<float>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamDryLevel), 0.0f),
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TInputDataVertex<float>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamWetLevel), 1.0f),
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TInputDataVertex<float>(METASOUND_GET_PARAM_NAME_AND_METADATA(InParamFeedbackAmount), 0.0f),
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TInputConstructorVertex<FTime>(METASOUND_GET_PARAM_NAME(InParamMaxDelayTime), MaxDelayTimeMetadata, DefaultMaxDelaySeconds),
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TInputDataVertex<FTrigger>(METASOUND_GET_PARAM_NAME_AND_METADATA(InputResetDelay))
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),
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FOutputVertexInterface(
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TOutputDataVertex<FAudioBuffer>(METASOUND_GET_PARAM_NAME_AND_METADATA(OutParamAudio))
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)
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);
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return DefaultInterface;
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}
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static const FNodeClassMetadata& GetNodeInfo()
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{
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auto CreateNodeClassMetadata = []() -> FNodeClassMetadata
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{
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FNodeClassMetadata Metadata
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{
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DelayNodePrivate::TDelay<ValueType>::GetClassName(TEXT("Delay")),
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1, // Major Version
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1, // Minor Version
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METASOUND_LOCTEXT_FORMAT("DelayDisplayNamePattern", "Delay ({0})", GetMetasoundDataTypeDisplayText<ValueType>()),
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METASOUND_LOCTEXT("DelayDesc", "Delays an audio buffer by the specified amount."),
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PluginAuthor,
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PluginNodeMissingPrompt,
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GetDefaultInterface(),
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{ NodeCategories::Delays },
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{ },
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FNodeDisplayStyle{}
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};
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return Metadata;
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};
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static const FNodeClassMetadata Metadata = CreateNodeClassMetadata();
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return Metadata;
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}
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static TUniquePtr<IOperator> CreateOperator(const FBuildOperatorParams& InParams, FBuildResults& OutResults)
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{
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using namespace DelayNodePrivate;
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const FInputVertexInterfaceData& InputData = InParams.InputData;
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FAudioBufferReadRef AudioIn = InputData.GetOrCreateDefaultDataReadReference<FAudioBuffer>(METASOUND_GET_PARAM_NAME(InParamAudioInput), InParams.OperatorSettings);
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TDataReadReference<ValueType> DelayTime = TDelay<ValueType>::CreateInRef(InParams);
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FFloatReadRef DryLevel = InputData.GetOrCreateDefaultDataReadReference<float>(METASOUND_GET_PARAM_NAME(InParamDryLevel), InParams.OperatorSettings);
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FFloatReadRef WetLevel = InputData.GetOrCreateDefaultDataReadReference<float>(METASOUND_GET_PARAM_NAME(InParamWetLevel), InParams.OperatorSettings);
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FFloatReadRef Feedback = InputData.GetOrCreateDefaultDataReadReference<float>(METASOUND_GET_PARAM_NAME(InParamFeedbackAmount), InParams.OperatorSettings);
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FTime MaxDelayTime = InputData.GetOrCreateDefaultValue<FTime>(METASOUND_GET_PARAM_NAME(InParamMaxDelayTime), InParams.OperatorSettings);
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FTriggerReadRef TriggerReset = InputData.GetOrCreateDefaultDataReadReference<FTrigger>(METASOUND_GET_PARAM_NAME(InputResetDelay), InParams.OperatorSettings);
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return MakeUnique<TDelayNodeOperator<ValueType>>(InParams, AudioIn, DelayTime, DryLevel, WetLevel, Feedback, MaxDelayTime.GetSeconds(), TriggerReset);
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}
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TDelayNodeOperator(const FBuildOperatorParams& InParams,
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const FAudioBufferReadRef& InAudioInput,
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const TDataReadReference<ValueType>& InDelayTime,
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const FFloatReadRef& InDryLevel,
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const FFloatReadRef& InWetLevel,
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const FFloatReadRef& InFeedback,
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float InMaxDelayTimeSeconds,
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const FTriggerReadRef& InTriggerReset)
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: AudioInput(InAudioInput)
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, DelayTime(InDelayTime)
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, DryLevel(InDryLevel)
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, WetLevel(InWetLevel)
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, Feedback(InFeedback)
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, AudioOutput(FAudioBufferWriteRef::CreateNew(InParams.OperatorSettings))
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, TriggerReset(InTriggerReset)
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{
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MaxDelayTimeSeconds = FMath::Clamp(InMaxDelayTimeSeconds, DelayNodePrivate::MinMaxDelaySeconds, DelayNodePrivate::MaxMaxDelaySeconds);
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Reset(InParams);
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}
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virtual ~TDelayNodeOperator() = default;
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virtual void BindInputs(FInputVertexInterfaceData& InOutVertexData) override
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{
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using namespace DelayNodePrivate;
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InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(InParamAudioInput), AudioInput);
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InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(InParamDelayTime), DelayTime);
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InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(InParamDryLevel), DryLevel);
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InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(InParamWetLevel), WetLevel);
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InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(InParamFeedbackAmount), Feedback);
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InOutVertexData.SetValue(METASOUND_GET_PARAM_NAME(InParamMaxDelayTime), FTime::FromSeconds(MaxDelayTimeSeconds));
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InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(InputResetDelay), TriggerReset);
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}
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virtual void BindOutputs(FOutputVertexInterfaceData& InOutVertexData) override
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{
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using namespace DelayNodePrivate;
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InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(OutParamAudio), AudioOutput);
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}
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float GetClampedDelayTimeMsec(float InDelayTime) const
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{
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// Clamp the delay time to the max delay allowed
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return 1000.0f * FMath::Clamp(InDelayTime, 0.0f, MaxDelayTimeSeconds);
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}
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void Reset(const IOperator::FResetParams& InParams)
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{
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using namespace DelayNodePrivate;
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FeedbackSample = 0.f;
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float InitialDelayInSeconds = TDelay<ValueType>::GetDelayLengthSeconds(DelayTime);
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PrevDelayTimeMsec = GetClampedDelayTimeMsec(InitialDelayInSeconds);
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DelayBuffer.Init(InParams.OperatorSettings.GetSampleRate(), MaxDelayTimeSeconds);
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DelayBuffer.SetDelayMsec(PrevDelayTimeMsec);
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AudioOutput->Zero();
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}
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void Execute()
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{
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TriggerReset->ExecuteBlock(
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[&](int32 StartFrame, int32 EndFrame)
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{
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ExecuteInternal(StartFrame, EndFrame);
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},
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[&, this](int32 StartFrame, int32 EndFrame)
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{
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FeedbackSample = 0.f;
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DelayBuffer.ResetWithFade();
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ExecuteInternal(StartFrame, EndFrame);
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}
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);
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}
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void ExecuteInternal(int32 StartFrame, int32 EndFrame)
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{
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using namespace DelayNodePrivate;
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const float* InputAudio = AudioInput->GetData();
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float* OutputAudio = AudioOutput->GetData();
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int32 NumFrames = AudioInput->Num();
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// Clamp the feedback amount to make sure it's bounded. Clamp to a number slightly less than 1.0
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float CurrentFeedbackAmount = FMath::Clamp(*Feedback, 0.0f, 1.0f - SMALL_NUMBER);
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float CurrentDryLevel = FMath::Clamp(*DryLevel, 0.0f, 1.0f);
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float CurrentWetLevel = FMath::Clamp(*WetLevel, 0.0f, 1.0f);
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// check if we're doing an audio-rate delay time
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if (TDelay<ValueType>::IsAudioType())
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{
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if (FMath::IsNearlyZero(CurrentFeedbackAmount))
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{
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FeedbackSample = 0.0f;
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for (int32 FrameIndex = StartFrame; FrameIndex < EndFrame; ++FrameIndex)
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{
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DelayBuffer.SetDelayMsec(GetClampedDelayTimeMsec(TDelay<ValueType>::GetDelayLengthSeconds(DelayTime, FrameIndex)));
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OutputAudio[FrameIndex] = CurrentWetLevel * DelayBuffer.ProcessAudioSample(InputAudio[FrameIndex]) + CurrentDryLevel * InputAudio[FrameIndex];
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}
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}
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else
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{
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// There is some amount of feedback so we do the feedback mixing
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for (int32 FrameIndex = StartFrame; FrameIndex < EndFrame; ++FrameIndex)
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{
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DelayBuffer.SetDelayMsec(GetClampedDelayTimeMsec(TDelay<ValueType>::GetDelayLengthSeconds(DelayTime, FrameIndex)));
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OutputAudio[FrameIndex] = CurrentWetLevel * DelayBuffer.ProcessAudioSample(InputAudio[FrameIndex] + FeedbackSample * CurrentFeedbackAmount) + CurrentDryLevel * InputAudio[FrameIndex];
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FeedbackSample = OutputAudio[FrameIndex];
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}
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}
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}
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else // non audio-rate delay
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{
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// Get clamped delay time
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float CurrentInputDelayTime = GetClampedDelayTimeMsec(TDelay<ValueType>::GetDelayLengthSeconds(DelayTime));
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// Check to see if our delay amount has changed
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if (!FMath::IsNearlyEqual(PrevDelayTimeMsec, CurrentInputDelayTime))
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{
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PrevDelayTimeMsec = CurrentInputDelayTime;
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DelayBuffer.SetEasedDelayMsec(PrevDelayTimeMsec);
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}
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if (FMath::IsNearlyZero(CurrentFeedbackAmount))
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{
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FeedbackSample = 0.0f;
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for (int32 FrameIndex = StartFrame; FrameIndex < EndFrame; ++FrameIndex)
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{
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OutputAudio[FrameIndex] = CurrentWetLevel * DelayBuffer.ProcessAudioSample(InputAudio[FrameIndex]) + CurrentDryLevel * InputAudio[FrameIndex];
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}
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}
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else
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{
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// There is some amount of feedback so we do the feedback mixing
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for (int32 FrameIndex = StartFrame; FrameIndex < EndFrame; ++FrameIndex)
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{
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OutputAudio[FrameIndex] = CurrentWetLevel * DelayBuffer.ProcessAudioSample(InputAudio[FrameIndex] + FeedbackSample * CurrentFeedbackAmount) + CurrentDryLevel * InputAudio[FrameIndex];
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FeedbackSample = OutputAudio[FrameIndex];
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}
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}
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}
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}
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private:
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// The input audio buffer
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FAudioBufferReadRef AudioInput;
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// The amount of delay time
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TDataReadReference<ValueType> DelayTime;
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// The dry level
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FFloatReadRef DryLevel;
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// The wet level
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FFloatReadRef WetLevel;
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// The feedback amount
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FFloatReadRef Feedback;
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// The audio output
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FAudioBufferWriteRef AudioOutput;
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// The internal delay buffer
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Audio::FDelay DelayBuffer;
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// The previous delay time
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float PrevDelayTimeMsec = 0.f;
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// Feedback sample
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float FeedbackSample = 0.f;
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// Maximum delay time
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float MaxDelayTimeSeconds = DelayNodePrivate::DefaultMaxDelaySeconds;
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// The reset trigger
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FTriggerReadRef TriggerReset;
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};
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template<typename ValueType>
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using TDelayNode = TNodeFacade<TDelayNodeOperator<ValueType>>;
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using FDelayNode = TDelayNode<FTime>;
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METASOUND_REGISTER_NODE(FDelayNode)
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using FDelayNodeAudio = TDelayNode<FAudioBuffer>;
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METASOUND_REGISTER_NODE(FDelayNodeAudio)
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}
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#undef LOCTEXT_NAMESPACE
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