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UnrealEngine/Engine/Source/Runtime/BinkAudioDecoder/Module/Private/BinkAudioInfo.cpp
2025-05-18 13:04:45 +08:00

744 lines
26 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BinkAudioInfo.h"
#include "Interfaces/IAudioFormat.h"
#include "Modules/ModuleInterface.h"
#include "binka_ue_file_header.h"
#include "binka_ue_decode.h"
#if !defined(PLATFORM_LITTLE_ENDIAN) || !PLATFORM_LITTLE_ENDIAN
#error "Bink Audio hasn't been updated for big endian."
#endif
DEFINE_LOG_CATEGORY_STATIC(LogBinkAudioDecoder, Log, All);
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define PTR_ADD(ptr,off) ((void*)(((uint8*)(ptr))+(off)))
#define Align32( val ) ( ( ( val ) + 31 ) & ~31 )
// This is shared in the encoder as the max number of bink audio streams. If
// you want to rebuild that, this can be otherwise be changed easily though
// it needs to be < 255
#define MAX_BINK_AUDIO_CHANNELS 16
namespace BinkAudioInfo
{
static void LogOnce(BinkAudioFileHeader& Header)
{
static std::atomic<bool> bLogHeader = true;
if (bLogHeader.exchange(false))
{
UE_LOG(LogBinkAudioDecoder, Log, TEXT("FBinkAudioInfo::ParseHeader: BEGIN LOG HEADER"));
UE_LOG(LogBinkAudioDecoder, Log, TEXT("Header.tag = %d"), Header.tag);
UE_LOG(LogBinkAudioDecoder, Log, TEXT("Header.version = %d"), Header.version);
UE_LOG(LogBinkAudioDecoder, Log, TEXT("Header.channels = %d"), Header.channels);
UE_LOG(LogBinkAudioDecoder, Log, TEXT("Header.PADDING = %d"), Header.PADDING);
UE_LOG(LogBinkAudioDecoder, Log, TEXT("Header.rate = %d"), Header.rate);
UE_LOG(LogBinkAudioDecoder, Log, TEXT("Header.sample_count = %d"), Header.sample_count);
UE_LOG(LogBinkAudioDecoder, Log, TEXT("Header.max_comp_space_needed = %d"), Header.max_comp_space_needed);
UE_LOG(LogBinkAudioDecoder, Log, TEXT("Header.flags = %d"), Header.flags);
UE_LOG(LogBinkAudioDecoder, Log, TEXT("Header.output_file_size = %d"), Header.seek_table_entry_count);
UE_LOG(LogBinkAudioDecoder, Log, TEXT("Header.blocks_per_seek_table_entry = %d"), Header.blocks_per_seek_table_entry);
UE_LOG(LogBinkAudioDecoder, Log, TEXT("FBinkAudioInfo::ParseHeader: END LOG HEADER"));
}
}
}
//-----------------------------------------------------------------------------
//
// All memory for the decoder is in one contiguous block:
//
// BinkAudioDecoder structure
// StreamChannels
// Decoders
// OutputReservoir
// DeinterlaceBuffer
// SeekTable[SeekTableCount + 1] // see comment below
//
//-----------------------------------------------------------------------------
struct BinkAudioDecoder
{
// # of low level bink audio streams (max 2 chans each)
uint8 StreamCount;
// where to copy the next output from
uint32 OutputReservoirReadOffset;
// # max size of the res.
uint32 OutputReservoirTotalBytes;
// offset to the seek table divided by 32.
uint16 ToSeekTableOffset32;
// # of entries in the seek table - the entries are byte sizes, so
// when decoding the seek table we convert to file offsets. This means
// we actually have +1 entries in the decoded seek table due to the standard
// "span -> edge" count thing.
uint16 SeekTableCount;
// # of low level bink blocks one seek table entry spans
uint16 FramesPerSeekTableEntry;
// # of frames we need to eat before outputting data due to a sample
// accurate seek.
uint16 ConsumeFrameCount;
uint8* StreamChannels()
{
return (uint8*)(this + 1);
}
void** Decoders()
{
return (void**)PTR_ADD(this, Align32(sizeof(uint8) * StreamCount + sizeof(BinkAudioDecoder)));
}
uint32* SeekTable() // [SeekTableCount + 1] if SeekTableCount != 0, otherwise invalid.
{
return (uint32*)(PTR_ADD(this, ToSeekTableOffset32 * 32U));
}
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
FBinkAudioInfo::FBinkAudioInfo()
{
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
FBinkAudioInfo::~FBinkAudioInfo()
{
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void FBinkAudioInfo::NotifySeek()
{
#if WITH_BINK_AUDIO
UEBinkAudioDecodeInterface* BinkInterface = UnrealBinkAudioDecodeInterface();
void** Streams = Decoder->Decoders();
for (uint8 i = 0; i < Decoder->StreamCount; i++)
{
BinkInterface->ResetStartFn(Streams[i]);
}
#endif // WITH_BINK_AUDIO
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void FBinkAudioInfo::SeekToTime(const float SeekTimeSeconds)
{
NotifySeek();
// If there's no seek table on the header, fall-back to Super implementation.
if (Decoder->SeekTableCount == 0)
{
Super::SeekToTime(SeekTimeSeconds);
return;
}
// no need to reset decoder here. Called in "SeekToFrame"
// convert seconds to frames and call SeekToFrame
uint32 SeekTimeFrames = 0;
if (SeekTimeSeconds > 0)
{
SeekTimeFrames = (uint32)(SeekTimeSeconds * SampleRate);
}
SeekToFrame(SeekTimeFrames);
}
void FBinkAudioInfo::SeekToFrame(const uint32 InFrameNum)
{
NotifySeek();
// If there's no seek table on the header, fall-back to Super implementation.
if (Decoder->SeekTableCount == 0)
{
Super::SeekToFrame(InFrameNum);
return;
}
uint32 SeekTimeFrames = InFrameNum;
uint32 SeekTimeSamples = SeekTimeFrames * NumChannels;
uint32 SamplesInFrame = GetMaxFrameSizeSamples();
if (SeekTimeSamples > this->TrueSampleCount)
{
SeekTimeSamples = this->TrueSampleCount - 1;
SeekTimeFrames = (this->TrueSampleCount / NumChannels) - 1;
}
this->CurrentSampleCount = SeekTimeSamples;
uint32 SamplesPerBlock = SamplesInFrame * Decoder->FramesPerSeekTableEntry;
uint32 SeekTableIndex = SeekTimeFrames / SamplesPerBlock;
uint32 SeekTableOffset = SeekTimeFrames % SamplesPerBlock;
uint32 OffsetToBlock = Decoder->SeekTable()[SeekTableIndex] + sizeof(BinkAudioFileHeader) + Decoder->SeekTableCount * sizeof(uint16);
Decoder->ConsumeFrameCount = SeekTableOffset;
Decoder->OutputReservoirTotalBytes = 0;
Decoder->OutputReservoirReadOffset = 0;
#if WITH_BINK_AUDIO
UEBinkAudioDecodeInterface* BinkInterface = UnrealBinkAudioDecodeInterface();
void** Streams = Decoder->Decoders();
for (uint8 i = 0; i < Decoder->StreamCount; i++)
{
BinkInterface->ResetStartFn(Streams[i]);
}
#endif // WITH_BINK_AUDIO
//
// Here we need to set up the data we get to point at the right spot.
//
if (StreamingSoundWave == nullptr)
{
// If we aren't streaming we can just go directly to the offset we need.
this->SrcBufferOffset = OffsetToBlock;
}
else
{
const uint32 TotalStreamingChunks = StreamingSoundWave->GetNumChunks();
uint32 RemnOffset = OffsetToBlock;
// Find the chunk and offset to the block we need.
for (uint32 BlockIndex = 0; BlockIndex < TotalStreamingChunks; ++BlockIndex)
{
const uint32 SizeOfChunk = StreamingSoundWave->GetSizeOfChunk(BlockIndex);
if (SizeOfChunk > RemnOffset)
{
// This is the block we need
// If we are in the current block *and* the current block doesn't need to be loaded,
// only then can we set the block offset directly. This is because AudioDecompress.cpp
// sets SrcBufferOffset to zero when switching to the next block.
if (this->CurrentChunkIndex != BlockIndex ||
this->SrcBufferData == nullptr)
{
// Need to seek to another block
this->StreamSeekBlockIndex = BlockIndex;
this->StreamSeekBlockOffset = RemnOffset;
}
else
{
// Seek within this block
this->SrcBufferOffset = RemnOffset;
}
break;
}
RemnOffset -= SizeOfChunk;
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool FBinkAudioInfo::ParseHeader(const uint8* InSrcBufferData, uint32 InSrcBufferDataSize, struct FSoundQualityInfo* QualityInfo)
{
SrcBufferData = InSrcBufferData;
SrcBufferDataSize = InSrcBufferDataSize;
SrcBufferOffset = 0;
CurrentSampleCount = 0;
check(InSrcBufferDataSize >= sizeof(BinkAudioFileHeader));
if (InSrcBufferDataSize < sizeof(BinkAudioFileHeader))
{
UE_LOG(LogBinkAudioDecoder, Error, TEXT("FBinkAudioInfo::ParseHeader: Failed: InSrcBufferDataSize < sizeof(BinkAudioFileHeader) : %d < %llu"), InSrcBufferDataSize, sizeof(BinkAudioFileHeader));
return false;
}
BinkAudioFileHeader* Header = (BinkAudioFileHeader*)InSrcBufferData;
if (Header->tag != 'UEBA')
{
UE_LOG(LogBinkAudioDecoder, Error, TEXT("FBinkAudioInfo::ParseHeader: Failed: Header->tag != \'UEBA\' (%d): tag = %d"), (uint32)('UEBA'), Header->tag);
BinkAudioInfo::LogOnce(*Header);
return false;
}
if (Header->version != 1)
{
UE_LOG(LogBinkAudioDecoder, Error, TEXT("FBinkAudioInfo::ParseHeader: Failed: Header->version != 1: version = %d"), Header->version);
BinkAudioInfo::LogOnce(*Header);
return false;
}
SampleRate = Header->rate;
// Bink sample_count is per-channel so we multiply by num channels here
TrueSampleCount = Header->sample_count * Header->channels;
NumChannels = Header->channels;
MaxCompSpaceNeeded = Header->max_comp_space_needed;
uint32 SeekTableSize = Header->seek_table_entry_count * sizeof(uint16);
if (sizeof(BinkAudioFileHeader) + SeekTableSize > InSrcBufferDataSize)
{
UE_LOG(LogBinkAudioDecoder, Error, TEXT("BinkAudioInfo::ParseHeader Failed: Invalid SeekTableSize: SeekTableSize = %d; sizeof(BinkAudioFileHeader) = %llu; InSrcBufferDataSize = %d"), SeekTableSize, SeekTableSize + sizeof(BinkAudioFileHeader), InSrcBufferDataSize);
BinkAudioInfo::LogOnce(*Header);
return false;
}
// Store the offset to where the audio data begins
AudioDataOffset = sizeof(BinkAudioFileHeader) + SeekTableSize;
// Write out the the header info
if (QualityInfo)
{
QualityInfo->SampleRate = Header->rate;
QualityInfo->NumChannels = Header->channels;
QualityInfo->SampleDataSize = Header->sample_count * QualityInfo->NumChannels * sizeof(int16);
QualityInfo->Duration = (float)Header->sample_count / QualityInfo->SampleRate;
}
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool FBinkAudioInfo::CreateDecoder()
{
UEBinkAudioDecodeInterface* BinkInterface = nullptr;
#if WITH_BINK_AUDIO
BinkInterface = UnrealBinkAudioDecodeInterface();
#endif // WITH_BINK_AUDIO
if (BinkInterface == nullptr)
{
UE_LOG(LogBinkAudioDecoder, Error, TEXT("BinkAudioInfo::CreateDecoder Failed: BinkInterface does not exist for the current configuration"));
return false; // only happens if we dont have libs.
}
BinkAudioFileHeader* Header = (BinkAudioFileHeader*)SrcBufferData;
// Bink is max stereo per stream
uint32 StreamCount = (NumChannels + 1) >> 1;
// Figure memory for buffers:
// Space for the decoder state
uint32 DecoderMemoryTotal = 0;
uint32 DecoderMemoryPerStream[MAX_BINK_AUDIO_CHANNELS / 2];
{
uint32 RemnChannels = NumChannels;
for (uint32 StreamIndex = 0; StreamIndex < StreamCount; StreamIndex++)
{
uint32 StreamChannels = RemnChannels;
if (StreamChannels > 2)
{
StreamChannels = 2;
}
RemnChannels -= StreamChannels;
DecoderMemoryPerStream[StreamIndex] = BinkInterface->MemoryFn(SampleRate, StreamChannels);
DecoderMemoryTotal += DecoderMemoryPerStream[StreamIndex];
}
}
// Space for the decoder pointers
uint32 PtrMemory = Align32(sizeof(void*) * StreamCount);
// Space for ourselves + the channel count for each stream.
uint32 StructMemory = Align32(sizeof(BinkAudioDecoder) + sizeof(uint8)*StreamCount);
// Space for decoded seek table
uint32 SeekTableMemory = 0;
if (Header->seek_table_entry_count)
{
SeekTableMemory = Align32(sizeof(uint32) * (Header->seek_table_entry_count + 1));
}
uint32 TotalMemory = DecoderMemoryTotal + PtrMemory + StructMemory + SeekTableMemory;
//
// Allocate and save offsets
//
RawMemory.AddZeroed(TotalMemory);
Decoder = (BinkAudioDecoder*)RawMemory.GetData();
Decoder->StreamCount = StreamCount;
Decoder->SeekTableCount = Header->seek_table_entry_count;
Decoder->FramesPerSeekTableEntry = Header->blocks_per_seek_table_entry;
// See layout discussion in class declaration
void** Decoders = Decoder->Decoders();
uint8* CurrentMemory = (uint8*)PTR_ADD(Decoders, PtrMemory);
uint8* Channels = Decoder->StreamChannels();
// Init decoders
{
uint8 RemnChannels = NumChannels;
for (uint32 StreamIndex = 0; StreamIndex < StreamCount; StreamIndex++)
{
uint32 StreamChannels = RemnChannels;
if (StreamChannels > 2)
{
StreamChannels = 2;
}
RemnChannels -= StreamChannels;
Channels[StreamIndex] = StreamChannels;
Decoders[StreamIndex] = (void**)CurrentMemory;
CurrentMemory += DecoderMemoryPerStream[StreamIndex];
BinkInterface->OpenFn(Decoders[StreamIndex], SampleRate, StreamChannels, true, true);
}
}
Decoder->ToSeekTableOffset32 = (uint16)((CurrentMemory - RawMemory.GetData()) / 32);
CurrentMemory += SeekTableMemory;
// Decode the seek table
if (Decoder->SeekTableCount)
{
uint32* SeekTable = Decoder->SeekTable();
uint16* EncodedSeekTable = (uint16*)(SrcBufferData + sizeof(BinkAudioFileHeader));
uint32 CurrentSeekOffset = 0;
// the seek table has deltas from last, and we want absolutes
for (uint32 i = 0; i < Decoder->SeekTableCount; i++)
{
SeekTable[i] = CurrentSeekOffset;
CurrentSeekOffset += EncodedSeekTable[i];
}
SeekTable[Decoder->SeekTableCount] = CurrentSeekOffset;
}
SrcBufferOffset = sizeof(BinkAudioFileHeader) + Header->seek_table_entry_count * sizeof(uint16);
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int32 FBinkAudioInfo::GetFrameSize()
{
uint32 BlockSize;
if (BinkAudioBlockSize(MaxCompSpaceNeeded, SrcBufferData + SrcBufferOffset, SrcBufferDataSize - SrcBufferOffset, &BlockSize) == false)
{
// Flag this as error so that the owning logic can clean up this decode.
bErrorStateLatch = true;
// Either malformed data, or not enough data.
return 0;
}
return (int32)BlockSize;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
uint32 FBinkAudioInfo::GetMaxFrameSizeSamples() const
{
if (SampleRate >= 44100)
{
return 1920;
}
else if (SampleRate >= 22050)
{
return 960;
}
else
{
return 480;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
FDecodeResult FBinkAudioInfo::Decode(const uint8* CompressedData, const int32 CompressedDataSize, uint8* OutPCMData, const int32 OutputPCMDataSize)
{
UEBinkAudioDecodeInterface* BinkInterface = nullptr;
#if WITH_BINK_AUDIO
BinkInterface = UnrealBinkAudioDecodeInterface();
#endif // WITH_BINK_AUDIO
if (BinkInterface == nullptr)
{
return FDecodeResult(); // only happens with no libs.
}
// \todo consider a system wide shared buffer to prevent allocations and avoid holding memory needlessly.
// ... also this is at most 7680 bytes, might be OK to just throw on the stack?
TArray<int16, TAlignedHeapAllocator<16>> DeinterleavedDecodeBuffer;
uint32 RemnOutputPCMDataSize = OutputPCMDataSize;
uint32 RemnCompressedDataSize = CompressedDataSize;
const uint8* CompressedDataEnd = CompressedData + CompressedDataSize;
//
// In the event we need to copy to a stack buffer, we alloca() it here so
// that it's not inside the loop (for static analysis). We don't touch the memory until we need it
// so it's just a couple instructions for the alloca().
// (+8 for max block header size)
uint8* StackBlockBuffer = (uint8*)alloca(MaxCompSpaceNeeded + BINK_UE_DECODER_END_INPUT_SPACE + 8);
const uint32 DecodeFrames = GetMaxFrameSizeSamples();
const uint32 FrameSize = NumChannels * sizeof(int16);
const uint32 AllStreamsDecodeSize = DecodeFrames * FrameSize;
while (RemnOutputPCMDataSize)
{
//
// Drain the output reservoir before attempting a decode.
//
if (Decoder->OutputReservoirTotalBytes > Decoder->OutputReservoirReadOffset)
{
uint32 CopyBytes = Decoder->OutputReservoirTotalBytes - Decoder->OutputReservoirReadOffset;
if (CopyBytes > RemnOutputPCMDataSize)
{
CopyBytes = RemnOutputPCMDataSize;
}
FMemory::Memcpy(OutPCMData, OutputReservoir.GetData() + Decoder->OutputReservoirReadOffset, CopyBytes);
Decoder->OutputReservoirReadOffset += CopyBytes;
RemnOutputPCMDataSize -= CopyBytes;
OutPCMData += CopyBytes;
if (RemnOutputPCMDataSize == 0)
{
// we filled entirely from the output reservoir
break;
}
}
if (RemnCompressedDataSize == 0)
{
// This is the normal termination condition if we are routing through the output res.
break;
}
if (BinkAudioValidateBlock(MaxCompSpaceNeeded, CompressedData, RemnCompressedDataSize) != BINK_AUDIO_BLOCK_VALID)
{
// The splitting system should ensure that we only ever get complete blocks - so this is bizarre.
UE_LOG(LogBinkAudioDecoder, Warning, TEXT("Got weird buffer, validate returned %d"), BinkAudioValidateBlock(MaxCompSpaceNeeded, CompressedData, RemnCompressedDataSize));
break;
}
uint8 const* BlockStart = nullptr;
uint8 const* BlockEnd = nullptr;
uint32 TrimToFrameCount = 0;
BinkAudioCrackBlock(CompressedData, &BlockStart, &BlockEnd, &TrimToFrameCount);
uint8 const* BlockBase = CompressedData;
uint32 DecodeFramesThisBlock = DecodeFrames;
if (TrimToFrameCount != ~0U)
{
if (TrimToFrameCount > DecodeFrames)
{
bErrorStateLatch = true;
return FDecodeResult(); // corrupted - should never encode a trim LARGER than the block.
}
DecodeFramesThisBlock = TrimToFrameCount;
}
// If we are consuming more than the entire block, just advance without actually decoding.
if (Decoder->ConsumeFrameCount >= DecodeFramesThisBlock)
{
uint32 InputConsumed = (uint32)(BlockEnd - CompressedData);
CompressedData += InputConsumed;
RemnCompressedDataSize -= InputConsumed;
Decoder->ConsumeFrameCount -= DecodeFramesThisBlock;
continue;
}
//
// We need to make sure there's room available for Bink to read past the end
// of the buffer (for vector decoding). If there's not, we need to copy to a
// temp buffer.
//
bool HasRoomForDecode = (CompressedDataEnd - BlockEnd) > BINK_UE_DECODER_END_INPUT_SPACE;
if (HasRoomForDecode == false)
{
// This looks weird, but in order for the advancement logic to work,
// we need to replicate the entire block including the header.
size_t BlockOffset = BlockStart - BlockBase;
size_t BlockSize = BlockEnd - BlockBase;
if (BlockSize > MaxCompSpaceNeeded + 8) // +8 for max block header size
{
UE_LOG(LogBinkAudioDecoder, Error, TEXT("BAD! Validated block exceeds header max block size (%" SIZE_T_FMT " vs %d)"), BlockSize, MaxCompSpaceNeeded);
bErrorStateLatch = true;
break;
}
FMemory::Memcpy(StackBlockBuffer, BlockBase, BlockSize);
// this is technically not needed, but just so that any analysis shows that
// we've initialized all the memory we touch.
FMemory::Memset(StackBlockBuffer + BlockSize, 0, BINK_UE_DECODER_END_INPUT_SPACE);
BlockBase = StackBlockBuffer;
BlockStart = StackBlockBuffer + BlockOffset;
BlockEnd = StackBlockBuffer + BlockSize;
}
//
// If we're a simple single stream and we have enough output space,
// just decode directly into our destination to avoid some
// copies.
//
// We also have to have a "simple" decode - i.e. aligned and no consume. This should be almost all
// of the blocks in a mono/stereo streaming source.
//
if (Decoder->StreamCount == 1 &&
AllStreamsDecodeSize <= RemnOutputPCMDataSize &&
(((size_t)OutPCMData)&0xf) == 0 &&
Decoder->ConsumeFrameCount == 0)
{
uint32 DecodedBytes = BinkInterface->DecodeFn(Decoder->Decoders()[0], OutPCMData, RemnOutputPCMDataSize, &BlockStart, BlockEnd);
check (DecodedBytes == AllStreamsDecodeSize);
if (DecodedBytes != AllStreamsDecodeSize)
{
bErrorStateLatch = true;
return FDecodeResult(); // bink should always return full blocks
}
// Set to any trimmed value
DecodedBytes = DecodeFramesThisBlock * FrameSize;
if (BlockStart != BlockEnd)
{
// Header mismatch? We should always consume exactly what we expected to.
UE_LOG(LogBinkAudioDecoder, Error, TEXT("BinkAudio consumed unexpected amount! BlockEnd = 0x%llx BlockStart = 0x%llx BlockBase = 0x%llx"),
(uint64)BlockEnd, (uint64)BlockStart, (uint64)BlockBase);
bErrorStateLatch = true;
return FDecodeResult();
}
uint32 InputConsumed = (uint32)(BlockStart - BlockBase);
OutPCMData += DecodedBytes;
CompressedData += InputConsumed;
RemnCompressedDataSize -= InputConsumed;
RemnOutputPCMDataSize -= DecodedBytes;
continue;
}
// Otherwise, we go into a buffer for deinterlacing / trimming / whatever.
// We interlace each stream so we only ever need stereo space here.
DeinterleavedDecodeBuffer.SetNumUninitialized(DecodeFrames * 2);
// Bink always emits full transform blocks so we can do our frame trimming up
// front.
uint32 DecodedFramesStart = 0;
uint32 DecodedFramesEnd = DecodeFramesThisBlock;
uint32 FramesAvailable = DecodedFramesEnd - DecodedFramesStart;
// Check if we need to eat some frames due to a sample-accurate seek.
if (Decoder->ConsumeFrameCount)
{
uint32 ConsumedFrameCount = FMath::Min((uint32)Decoder->ConsumeFrameCount, FramesAvailable);
DecodedFramesStart += ConsumedFrameCount;
FramesAvailable = DecodedFramesEnd - DecodedFramesStart;
Decoder->ConsumeFrameCount -= ConsumedFrameCount;
}
// Check if we can deinterleave directly to the output
int16* InterleaveDestination = (int16*)OutPCMData;
// Since we are interlacing into this destination we only need what we use,
// not the full decode.
bool bDirectDecode = true;
if (FramesAvailable * FrameSize <= RemnOutputPCMDataSize)
{
// Yay - can just go direct and not even allocate the output reservoir.
}
else
{
// We have to go through the output reservoir! We allocate enough for any run we do
// since it'll just stay allocated (once we use it once, we assume we'll continue to need
// it due to the circumstances when it's needed in UE).
OutputReservoir.SetNumUninitialized(DecodeFrames * FrameSize);
InterleaveDestination = (int16*)OutputReservoir.GetData();
bDirectDecode = false;
}
uint32 ChannelIndex = 0;
for (uint32 i = 0, StreamChannels = Decoder->StreamChannels()[i]; i < Decoder->StreamCount; i++, ChannelIndex += StreamChannels)
{
// Decode into the channel's slot in the deinterlace buffer.
uint32 DecodedBytes = BinkInterface->DecodeFn(
Decoder->Decoders()[i],
(uint8*)DeinterleavedDecodeBuffer.GetData(),
DecodeFrames * sizeof(int16) * StreamChannels,
&BlockStart, BlockEnd);
check(DecodedBytes == DecodeFrames * StreamChannels * sizeof(int16));
if (DecodedBytes != DecodeFrames * StreamChannels * sizeof(int16))
{
// must decode entire blocks.
bErrorStateLatch = true;
return FDecodeResult();
}
// Bink audio emits pairs interlaced already, so we can copy stereo as 4 bytes
if (StreamChannels == 2)
{
const uint32* InBuffer = ((uint32*)DeinterleavedDecodeBuffer.GetData()) + DecodedFramesStart;
uint32* ChannelInterleaveDestination = (uint32*)(InterleaveDestination + ChannelIndex);
for (uint32 SampleIdx = 0; SampleIdx < FramesAvailable; SampleIdx++)
{
// we know this is aligned because we pack stereo up front.
// not sure if there's room for SIMD here. If it's quad we could load 4 values, mask off
// every other and OR in... seems like that's probably worse than just copying 4 bytes.
// Might be able to get something with unwinding?
*(uint32*)(InterleaveDestination + (ChannelIndex + (SampleIdx * NumChannels))) = InBuffer[SampleIdx];
}
}
else
{
// This will almost never get hit - odd multichannel isn't common.
const int16* InBuffer = ((int16*)DeinterleavedDecodeBuffer.GetData()) + DecodedFramesStart;
for (uint32 SampleIdx = 0; SampleIdx < FramesAvailable; SampleIdx++)
{
InterleaveDestination[ChannelIndex + (SampleIdx * NumChannels)] = InBuffer[SampleIdx];
}
}
}
uint32 InputConsumed = (uint32)(BlockStart - BlockBase);
CompressedData += InputConsumed;
RemnCompressedDataSize -= InputConsumed;
if (bDirectDecode)
{
// we need to update the dest pointer since we went direct.
OutPCMData += FramesAvailable * FrameSize;
RemnOutputPCMDataSize -= FramesAvailable * FrameSize;
}
else
{
Decoder->OutputReservoirTotalBytes = FramesAvailable * FrameSize;
Decoder->OutputReservoirReadOffset = 0;
// Fall through to the next loop to copy the decoded pcm data out of the reservoir.
}
} // while need output pcm data
// We get here if we filled the output buffer or not.
FDecodeResult Result;
Result.NumPcmBytesProduced = OutputPCMDataSize - RemnOutputPCMDataSize;
Result.NumAudioFramesProduced = Result.NumPcmBytesProduced / (sizeof(int16) * NumChannels);
Result.NumCompressedBytesConsumed = CompressedDataSize - RemnCompressedDataSize;
return Result;
}
bool FBinkAudioInfo::HasError() const
{
return Super::HasError() || bErrorStateLatch;
}
class BINKAUDIODECODER_API FBinkAudioDecoderModule : public IModuleInterface
{
public:
TUniquePtr<IAudioInfoFactory> Factory;
virtual void StartupModule() override
{
Factory = MakeUnique<FSimpleAudioInfoFactory>([] { return new FBinkAudioInfo(); }, Audio::NAME_BINKA);
}
virtual void ShutdownModule() override {}
};
IMPLEMENT_MODULE(FBinkAudioDecoderModule, BinkAudioDecoder)