// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved. #include "AudioSource.h" #include "Engine/Level/SceneObjectsFactory.h" #include "Engine/Serialization/Serialization.h" #include "Engine/Graphics/RenderTask.h" #include "Engine/Engine/Time.h" #include "Engine/Level/Scene/Scene.h" #include "AudioBackend.h" #include "Audio.h" AudioSource::AudioSource(const SpawnParams& params) : Actor(params) , _velocity(Vector3::Zero) , _volume(1.0f) , _pitch(1.0f) , _minDistance(1.0f) , _attenuation(1.0f) , _loop(false) , _playOnStart(false) { Clip.Changed.Bind(this); Clip.Loaded.Bind(this); } void AudioSource::SetVolume(float value) { value = Math::Saturate(value); if (Math::NearEqual(_volume, value)) return; _volume = value; if (SourceIDs.HasItems()) { AudioBackend::Source::VolumeChanged(this); } } void AudioSource::SetPitch(float value) { value = Math::Clamp(value, 0.5f, 2.0f); if (Math::NearEqual(_pitch, value)) return; _pitch = value; if (SourceIDs.HasItems()) { AudioBackend::Source::PitchChanged(this); } } void AudioSource::SetIsLooping(bool value) { if (_loop == value) return; _loop = value; // When streaming we handle looping manually by the proper buffers submission if (SourceIDs.HasItems() && !UseStreaming()) { AudioBackend::Source::IsLoopingChanged(this); } } void AudioSource::SetPlayOnStart(bool value) { _playOnStart = value; } void AudioSource::SetMinDistance(float value) { value = Math::Max(0.0f, value); if (Math::NearEqual(_minDistance, value)) return; _minDistance = value; if (SourceIDs.HasItems()) { AudioBackend::Source::MinDistanceChanged(this); } } void AudioSource::SetAttenuation(float value) { value = Math::Max(0.0f, value); if (Math::NearEqual(_attenuation, value)) return; _attenuation = value; if (SourceIDs.HasItems()) { AudioBackend::Source::AttenuationChanged(this); } } void AudioSource::Play() { if (_state == States::Playing) return; if (Clip == nullptr) { LOG(Warning, "Cannot play audio source without a clip ({0})", GetName()); return; } _state = States::Playing; _isActuallyPlayingSth = false; // Don't block scripting if audio is not loaded or has missing streaming data if (!Clip->IsLoaded()) return; // Audio clips with disabled streaming are controlled by audio source, otherwise streaming manager will play it if (Clip->IsStreamable()) { // Request faster streaming update Clip->RequestStreamingUpdate(); } else { // Play it right away SetNonStreamingBuffer(); PlayInternal(); } } void AudioSource::Pause() { if (_state != States::Playing) { LOG(Warning, "Cannot pause audio source that is not playing ({0})", GetName()); return; } _state = States::Paused; if (_isActuallyPlayingSth) { AudioBackend::Source::Pause(this); _isActuallyPlayingSth = false; } } void AudioSource::Stop() { if (_state == States::Stopped) return; _state = States::Stopped; _isActuallyPlayingSth = false; _streamingFirstChunk = 0; if (SourceIDs.HasItems()) AudioBackend::Source::Stop(this); } float AudioSource::GetTime() const { if (_state == States::Stopped || SourceIDs.IsEmpty()) return 0.0f; float time = AudioBackend::Source::GetCurrentBufferTime(this); ASSERT(time >= 0.0f && time <= Clip->GetLength()); if (UseStreaming()) { // Apply time offset to the first streaming buffer binded to the source including the already queued buffers int32 numProcessedBuffers = 0; AudioBackend::Source::GetProcessedBuffersCount(const_cast(this), numProcessedBuffers); time += Clip->GetBufferStartTime(_streamingFirstChunk + numProcessedBuffers); } time = Math::Clamp(time, 0.0f, Clip->GetLength()); return time; } void AudioSource::SetTime(float time) { if (_state == States::Stopped) return; const bool isActuallyPlayingSth = _isActuallyPlayingSth; const auto state = _state; // Audio backend can perform seek operation if audio is not playing if (isActuallyPlayingSth) { Stop(); } if (UseStreaming()) { // Update the first audio clip chunk to use for streaming and peek the relative time offset from the chunk start float relativeTime = 0; _streamingFirstChunk = Clip->GetFirstBufferIndex(time, relativeTime); ASSERT(_streamingFirstChunk < Clip->Buffers.Count()); time = relativeTime; } AudioBackend::Source::SetCurrentBufferTime(this, time); // Restore state if was stopped if (isActuallyPlayingSth) { if (state != States::Stopped) Play(); if (state == States::Paused) Pause(); } } bool AudioSource::Is3D() const { if (Clip == nullptr || Clip->WaitForLoaded()) return false; return Clip->Is3D(); } void AudioSource::Cleanup() { _savedState = GetState(); _savedTime = GetTime(); Stop(); AudioBackend::Source::Cleanup(this); SourceIDs.Clear(); } void AudioSource::OnClipChanged() { Stop(); } void AudioSource::OnClipLoaded() { if (SourceIDs.IsEmpty()) return; AudioBackend::Source::ClipLoaded(this); // Start playing if source was waiting for the clip to load if (_state == States::Playing && !_isActuallyPlayingSth) { if (Clip->IsStreamable()) { // Request faster streaming update Clip->RequestStreamingUpdate(); } else { // Play it right away SetNonStreamingBuffer(); PlayInternal(); } } } bool AudioSource::UseStreaming() const { return Clip && Clip->IsLoaded() && Clip->IsStreamable(); } void AudioSource::Restore() { if (Clip) { if (_savedState != States::Stopped) Play(); if (_savedState == States::Paused) Pause(); SetTime(_savedTime); if (_savedState != States::Stopped && UseStreaming()) RequestStreamingBuffersUpdate(); } } void AudioSource::SetNonStreamingBuffer() { ASSERT(Clip && !Clip->IsStreamable()); AudioBackend::Source::SetNonStreamingBuffer(this); } void AudioSource::PlayInternal() { AudioBackend::Source::Play(this); _isActuallyPlayingSth = true; } void AudioSource::Serialize(SerializeStream& stream, const void* otherObj) { // Base Actor::Serialize(stream, otherObj); SERIALIZE_GET_OTHER_OBJ(AudioSource); SERIALIZE(Clip); SERIALIZE_MEMBER(Volume, _volume); SERIALIZE_MEMBER(Pitch, _pitch); SERIALIZE_MEMBER(MinDistance, _minDistance); SERIALIZE_MEMBER(Attenuation, _attenuation); SERIALIZE_MEMBER(Loop, _loop); SERIALIZE_MEMBER(PlayOnStart, _playOnStart); } void AudioSource::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) { // Base Actor::Deserialize(stream, modifier); DESERIALIZE(Clip); DESERIALIZE_MEMBER(Volume, _volume); DESERIALIZE_MEMBER(Pitch, _pitch); DESERIALIZE_MEMBER(MinDistance, _minDistance); DESERIALIZE_MEMBER(Attenuation, _attenuation); DESERIALIZE_MEMBER(Loop, _loop); DESERIALIZE_MEMBER(PlayOnStart, _playOnStart); } bool AudioSource::HasContentLoaded() const { return Clip == nullptr || Clip->IsLoaded(); } bool AudioSource::IntersectsItself(const Ray& ray, float& distance, Vector3& normal) { return false; } void AudioSource::Update() { // Update the velocity const Vector3 pos = GetPosition(); const float dt = Math::Max(Time::Update.UnscaledDeltaTime.GetTotalSeconds(), ZeroTolerance); const auto prevVelocity = _velocity; _velocity = (pos - _prevPos) / dt; _prevPos = pos; if (_velocity != prevVelocity) { AudioBackend::Source::VelocityChanged(this); } // Skip other update logic if it's not valid streamable source if (!UseStreaming() || SourceIDs.IsEmpty()) return; auto clip = Clip.Get(); // Handle streaming buffers queue submit (ensure that clip has loaded the first chunk with audio data) if (_needToUpdateStreamingBuffers && clip->Buffers[_streamingFirstChunk] != AUDIO_BUFFER_ID_INVALID) { // Get buffers in a queue count int32 numQueuedBuffers; AudioBackend::Source::GetQueuedBuffersCount(this, numQueuedBuffers); // Queue missing buffers uint32 bufferId; if (numQueuedBuffers < 1 && (bufferId = clip->Buffers[_streamingFirstChunk]) != AUDIO_BUFFER_ID_INVALID) { AudioBackend::Source::QueueBuffer(this, bufferId); } if (numQueuedBuffers < 2 && _streamingFirstChunk + 1 < clip->Buffers.Count() && (bufferId = clip->Buffers[_streamingFirstChunk + 1]) != AUDIO_BUFFER_ID_INVALID) { AudioBackend::Source::QueueBuffer(this, bufferId); } // Clear flag _needToUpdateStreamingBuffers = false; // Play it if need to if (!_isActuallyPlayingSth) { PlayInternal(); } } // Track the current buffer index via processed buffers gather if (_isActuallyPlayingSth) { // Get the processed buffers count int32 numProcessedBuffers = 0; AudioBackend::Source::GetProcessedBuffersCount(this, numProcessedBuffers); if (numProcessedBuffers > 0) { ASSERT(numProcessedBuffers <= ASSET_FILE_DATA_CHUNKS); // Unbind processed buffers from the source AudioBackend::Source::DequeueProcessedBuffers(this); // Move the chunk pointer (AudioStreamingHandler will request new chunks streaming) _streamingFirstChunk += numProcessedBuffers; // Check if reached the end if (_streamingFirstChunk >= clip->Buffers.Count()) { // Loop over the clip or end play if (GetIsLooping()) { // Move to the begin _streamingFirstChunk = 0; // Stop audio and request buffers re-sync and then play continue AudioBackend::Source::Stop(this); RequestStreamingBuffersUpdate(); _isActuallyPlayingSth = false; } else { Stop(); } } ASSERT(_streamingFirstChunk < clip->Buffers.Count()); // Update clip data streaming clip->RequestStreamingUpdate(); } } } void AudioSource::OnEnable() { _prevPos = GetPosition(); _velocity = Vector3::Zero; Audio::OnAddSource(this); GetScene()->Ticking.Update.AddTick(this); #if USE_EDITOR GetSceneRendering()->AddViewportIcon(this); #endif // Base Actor::OnEnable(); } void AudioSource::OnDisable() { Stop(); #if USE_EDITOR GetSceneRendering()->RemoveViewportIcon(this); #endif GetScene()->Ticking.Update.RemoveTick(this); Audio::OnRemoveSource(this); // Base Actor::OnDisable(); } void AudioSource::OnTransformChanged() { // Base Actor::OnTransformChanged(); _box = BoundingBox(_transform.Translation); _sphere = BoundingSphere(_transform.Translation, 0.0f); if (IsActiveInHierarchy() && SourceIDs.HasItems()) { AudioBackend::Source::TransformChanged(this); } } void AudioSource::BeginPlay(SceneBeginData* data) { // Base Actor::BeginPlay(data); if (IsActiveInHierarchy() && _playOnStart) { #if USE_EDITOR if (Time::GetGamePaused()) return; #endif Play(); } }