Files
UnrealEngine/Engine/Plugins/Runtime/Metasound/Source/MetasoundStandardNodes/Private/MetasoundSwitchAndRampNode.cpp
2025-05-18 13:04:45 +08:00

210 lines
7.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
// Background on switch-and-ramp: http://msp.ucsd.edu/techniques/v0.11/book-html/node63.html
#include "DSP/BufferVectorOperations.h"
#include "Internationalization/Text.h"
#include "MetasoundAudioBuffer.h"
#include "MetasoundFacade.h"
#include "MetasoundExecutableOperator.h"
#include "MetasoundNodeRegistrationMacro.h"
#include "MetasoundParamHelper.h"
#include "MetasoundPrimitives.h"
#include "MetasoundStandardNodesNames.h"
#include "MetasoundStandardNodesCategories.h"
#include "MetasoundTime.h"
#include "MetasoundTrigger.h"
#define LOCTEXT_NAMESPACE "MetasoundStandardNodes_SwitchAndRampNode"
namespace Metasound
{
namespace SwitchAndRampVertexNames
{
METASOUND_PARAM(InputTrigger, "Trigger", "Trigger at the moment of the discontinuity that should be smoothed.");
METASOUND_PARAM(InputAudio, "In Audio", "The audio input.");
METASOUND_PARAM(InputSmoothTime, "Smooth Time", "The amount of time to smooth the discontinuity over.");
METASOUND_PARAM(OutputAudio, "Out Audio", "Output audio with the discontinuity smoothed.");
}
class FSwitchAndRampOperator : public TExecutableOperator<FSwitchAndRampOperator>
{
public:
static const FNodeClassMetadata& GetNodeInfo()
{
auto InitNodeInfo = []() -> FNodeClassMetadata
{
const FName OperatorName = TEXT("SwitchAndRamp");
const FText NodeDisplayName = METASOUND_LOCTEXT("Metasound_SwitchAndRampNodeDisplayName", "Switch And Ramp");
const FText NodeDescription = METASOUND_LOCTEXT("Metasound_SwitchAndRampNodeDescription", "Uses the switch-and-ramp technique to smooth out pops in audio, when triggered at the moment that a pop would occur.");
FNodeClassMetadata Info;
Info.ClassName = { StandardNodes::Namespace, OperatorName, TEXT("") };
Info.MajorVersion = 1;
Info.MinorVersion = 0;
Info.DisplayName = NodeDisplayName;
Info.Description = NodeDescription;
Info.Author = PluginAuthor;
Info.CategoryHierarchy = { NodeCategories::Filters };
Info.PromptIfMissing = PluginNodeMissingPrompt;
Info.DefaultInterface = GetVertexInterface();
return Info;
};
static const FNodeClassMetadata Info = InitNodeInfo();
return Info;
}
static const FVertexInterface& GetVertexInterface()
{
using namespace SwitchAndRampVertexNames;
static const FVertexInterface Interface(
FInputVertexInterface(
TInputDataVertex<FTrigger>(METASOUND_GET_PARAM_NAME_AND_METADATA(InputTrigger)),
TInputDataVertex<FAudioBuffer>(METASOUND_GET_PARAM_NAME_AND_METADATA(InputAudio)),
TInputDataVertex<FTime>(METASOUND_GET_PARAM_NAME_AND_METADATA(InputSmoothTime), 0.01f)
),
FOutputVertexInterface(
TOutputDataVertex<FAudioBuffer>(METASOUND_GET_PARAM_NAME_AND_METADATA(OutputAudio))
)
);
return Interface;
}
static TUniquePtr<IOperator> CreateOperator(const FBuildOperatorParams& InParams, FBuildResults& OutResults)
{
using namespace SwitchAndRampVertexNames;
const FInputVertexInterfaceData& InputData = InParams.InputData;
FTriggerReadRef TriggerIn = InputData.GetOrCreateDefaultDataReadReference<FTrigger>(METASOUND_GET_PARAM_NAME(InputTrigger), InParams.OperatorSettings);
FAudioBufferReadRef AudioInput = InputData.GetOrCreateDefaultDataReadReference<FAudioBuffer>(METASOUND_GET_PARAM_NAME(InputAudio), InParams.OperatorSettings);
FTimeReadRef SmoothTime = InputData.GetOrCreateDefaultDataReadReference<FTime>(METASOUND_GET_PARAM_NAME(InputSmoothTime), InParams.OperatorSettings);
return MakeUnique<FSwitchAndRampOperator>(InParams.OperatorSettings, TriggerIn, AudioInput, SmoothTime);
}
FSwitchAndRampOperator(const FOperatorSettings& InSettings,
const FTriggerReadRef& InTriggerIn,
const FAudioBufferReadRef& InAudioInput,
const FTimeReadRef& InputSmoothTime)
: TriggerIn(InTriggerIn)
, AudioIn(InAudioInput)
, SmoothTime(InputSmoothTime)
, AudioOut(FAudioBufferWriteRef::CreateNew(InSettings))
, SampleRate(InSettings.GetSampleRate())
{
}
virtual void BindInputs(FInputVertexInterfaceData& InOutVertexData) override
{
using namespace SwitchAndRampVertexNames;
InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(InputTrigger), TriggerIn);
InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(InputAudio), AudioIn);
InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(InputSmoothTime), SmoothTime);
}
virtual void BindOutputs(FOutputVertexInterfaceData& InOutVertexData) override
{
using namespace SwitchAndRampVertexNames;
InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(OutputAudio), AudioOut);
}
void Execute()
{
// Lambda is used for both pre and post trigger frames
auto RunRampLambda = [this](int32 StartFrame, int32 EndFrame)
{
const float* InputAudio = AudioIn->GetData();
float* OutputAudio = AudioOut->GetData();
//apply the ramp offset, if it's still running
int32 RampSamplesLeft = NumRampSamples - RampSampleIndex;
int32 LastRampFrame = FMath::Min(StartFrame + RampSamplesLeft, EndFrame);
for (int32 i = StartFrame; i < LastRampFrame; ++i)
{
float Adjustment = 0;
if (RampSampleIndex < NumRampSamples)
{
float RampFraction = (float)RampSampleIndex / NumRampSamples;
Adjustment = (1 - RampFraction) * DiscontinuityAmount;
++RampSampleIndex;
}
OutputAudio[i] = InputAudio[i] + Adjustment;
}
//copy the rest of the audio as passthrough
int32 StartCopyFrame = FMath::Max(StartFrame, LastRampFrame);
if (StartCopyFrame < EndFrame)
{
FMemory::Memcpy(&OutputAudio[StartCopyFrame], &InputAudio[StartCopyFrame], sizeof(float) * (EndFrame - StartCopyFrame));
}
MostRecentOutputValue = OutputAudio[EndFrame - 1];
};
TriggerIn->ExecuteBlock(
RunRampLambda,
// OnTrigger
[this, &RunRampLambda](int32 StartFrame, int32 EndFrame)
{
// Only run ramp if there are samples to render out. Multiple triggers
// on a single frame result empty frame ranges (e.g. StartFrame == EndFrame)
// and the underlying DSP expects at least 1 renderable audio frame.
if (EndFrame > StartFrame)
{
float RampFromValue = MostRecentOutputValue;
float RampToValue = AudioIn->GetData()[StartFrame];
DiscontinuityAmount = RampFromValue - RampToValue;
float SmoothTimeSeconds = SmoothTime->GetSeconds();
NumRampSamples = FMath::Max(1, SampleRate * SmoothTimeSeconds);
RampSampleIndex = 0;
RunRampLambda(StartFrame, EndFrame);
}
}
);
}
void Reset(const IOperator::FResetParams& InParams)
{
AudioOut->Zero();
MostRecentOutputValue = 0.0f;
DiscontinuityAmount = 0.0f;
NumRampSamples = 0;
RampSampleIndex = 0;
}
private:
FTriggerReadRef TriggerIn;
// The input audio buffer
FAudioBufferReadRef AudioIn;
FTimeReadRef SmoothTime;
// Audio output
FAudioBufferWriteRef AudioOut;
float SampleRate = 0.0f;
float MostRecentOutputValue = 0.0f;
float DiscontinuityAmount = 0.0f;
int32 NumRampSamples = 0;
int32 RampSampleIndex = 0;
};
using FSwitchAndRampNode = TNodeFacade<FSwitchAndRampOperator>;
METASOUND_REGISTER_NODE(FSwitchAndRampNode)
}
#undef LOCTEXT_NAMESPACE