538 lines
14 KiB
C++
538 lines
14 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#include "AudioSource.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Level/SceneObjectsFactory.h"
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#include "Engine/Serialization/Serialization.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Engine/Time.h"
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#include "Engine/Level/Scene/Scene.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "AudioBackend.h"
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#include "Audio.h"
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AudioSource::AudioSource(const SpawnParams& params)
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: Actor(params)
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, _velocity(Vector3::Zero)
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, _volume(1.0f)
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, _pitch(1.0f)
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, _minDistance(1000.0f)
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, _loop(false)
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, _playOnStart(false)
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, _allowSpatialization(true)
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{
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Clip.Changed.Bind<AudioSource, &AudioSource::OnClipChanged>(this);
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Clip.Loaded.Bind<AudioSource, &AudioSource::OnClipLoaded>(this);
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}
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void AudioSource::SetVolume(float value)
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{
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value = Math::Saturate(value);
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if (Math::NearEqual(_volume, value))
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return;
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_volume = value;
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if (SourceIDs.HasItems())
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AudioBackend::Source::VolumeChanged(this);
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}
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void AudioSource::SetPitch(float value)
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{
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value = Math::Clamp(value, 0.5f, 2.0f);
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if (Math::NearEqual(_pitch, value))
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return;
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_pitch = value;
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if (SourceIDs.HasItems())
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AudioBackend::Source::PitchChanged(this);
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}
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void AudioSource::SetPan(float value)
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{
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value = Math::Clamp(value, -1.0f, 1.0f);
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if (Math::NearEqual(_pan, value))
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return;
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_pan = value;
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if (SourceIDs.HasItems())
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AudioBackend::Source::PanChanged(this);
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}
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void AudioSource::SetIsLooping(bool value)
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{
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if (_loop == value)
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return;
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_loop = value;
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// When streaming we handle looping manually by the proper buffers submission
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if (SourceIDs.HasItems() && !UseStreaming())
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AudioBackend::Source::IsLoopingChanged(this);
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}
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void AudioSource::SetPlayOnStart(bool value)
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{
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_playOnStart = value;
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}
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void AudioSource::SetMinDistance(float value)
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{
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value = Math::Max(0.0f, value);
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if (Math::NearEqual(_minDistance, value))
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return;
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_minDistance = value;
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if (SourceIDs.HasItems())
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AudioBackend::Source::SpatialSetupChanged(this);
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}
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void AudioSource::SetAttenuation(float value)
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{
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value = Math::Max(0.0f, value);
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if (Math::NearEqual(_attenuation, value))
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return;
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_attenuation = value;
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if (SourceIDs.HasItems())
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AudioBackend::Source::SpatialSetupChanged(this);
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}
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void AudioSource::SetDopplerFactor(float value)
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{
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value = Math::Max(0.0f, value);
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if (Math::NearEqual(_dopplerFactor, value))
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return;
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_dopplerFactor = value;
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if (SourceIDs.HasItems())
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AudioBackend::Source::SpatialSetupChanged(this);
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}
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void AudioSource::SetAllowSpatialization(bool value)
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{
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if (_allowSpatialization == value)
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return;
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_allowSpatialization = value;
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if (SourceIDs.HasItems())
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AudioBackend::Source::SpatialSetupChanged(this);
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}
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void AudioSource::Play()
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{
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auto state = _state;
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if (state == States::Playing)
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return;
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if (Clip == nullptr)
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{
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LOG(Warning, "Cannot play audio source without a clip ({0})", GetNamePath());
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return;
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}
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_state = States::Playing;
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_isActuallyPlayingSth = false;
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// Don't block scripting if audio is not loaded or has missing streaming data
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if (!Clip->IsLoaded())
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return;
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// Audio clips with disabled streaming are controlled by audio source, otherwise streaming manager will play it
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if (Clip->IsStreamable())
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{
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if (state == States::Paused)
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{
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// Resume
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PlayInternal();
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}
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else
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{
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// Request faster streaming update
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Clip->RequestStreamingUpdate();
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// If we are looping and streaming also update streaming buffers
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if (_loop || state == States::Stopped)
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RequestStreamingBuffersUpdate();
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}
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}
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else
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{
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// Play it right away
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SetNonStreamingBuffer();
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PlayInternal();
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}
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}
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void AudioSource::Pause()
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{
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if (_state != States::Playing)
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return;
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_state = States::Paused;
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if (_isActuallyPlayingSth)
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{
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AudioBackend::Source::Pause(this);
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_isActuallyPlayingSth = false;
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}
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}
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void AudioSource::Stop()
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{
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if (_state == States::Stopped)
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return;
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_state = States::Stopped;
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_isActuallyPlayingSth = false;
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_streamingFirstChunk = 0;
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if (SourceIDs.HasItems())
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AudioBackend::Source::Stop(this);
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}
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float AudioSource::GetTime() const
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{
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if (_state == States::Stopped || SourceIDs.IsEmpty())
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return 0.0f;
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float time = AudioBackend::Source::GetCurrentBufferTime(this);
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ASSERT(time >= 0.0f && time <= Clip->GetLength());
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if (UseStreaming())
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{
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// Apply time offset to the first streaming buffer binded to the source including the already queued buffers
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int32 numProcessedBuffers = 0;
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AudioBackend::Source::GetProcessedBuffersCount(const_cast<AudioSource*>(this), numProcessedBuffers);
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time += Clip->GetBufferStartTime(_streamingFirstChunk + numProcessedBuffers);
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}
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time = Math::Clamp(time, 0.0f, Clip->GetLength());
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return time;
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}
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void AudioSource::SetTime(float time)
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{
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if (_state == States::Stopped)
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return;
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const bool isActuallyPlayingSth = _isActuallyPlayingSth;
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const auto state = _state;
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// Audio backend can perform seek operation if audio is not playing
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if (isActuallyPlayingSth)
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{
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Stop();
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}
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if (UseStreaming())
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{
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// Update the first audio clip chunk to use for streaming and peek the relative time offset from the chunk start
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float relativeTime = 0;
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_streamingFirstChunk = Clip->GetFirstBufferIndex(time, relativeTime);
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ASSERT(_streamingFirstChunk < Clip->Buffers.Count());
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time = relativeTime;
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}
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AudioBackend::Source::SetCurrentBufferTime(this, time);
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// Restore state if was stopped
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if (isActuallyPlayingSth)
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{
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if (state != States::Stopped)
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Play();
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if (state == States::Paused)
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Pause();
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}
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}
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bool AudioSource::Is3D() const
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{
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if (Clip == nullptr || Clip->WaitForLoaded())
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return false;
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return _allowSpatialization && Clip->Is3D();
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}
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void AudioSource::RequestStreamingBuffersUpdate()
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{
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_needToUpdateStreamingBuffers = true;
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}
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void AudioSource::Cleanup()
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{
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_savedState = GetState();
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_savedTime = GetTime();
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Stop();
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if (SourceIDs.HasItems())
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{
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AudioBackend::Source::Cleanup(this);
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SourceIDs.Clear();
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}
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}
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void AudioSource::OnClipChanged()
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{
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Stop();
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}
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void AudioSource::OnClipLoaded()
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{
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AudioBackend::Source::ClipLoaded(this);
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// Start playing if source was waiting for the clip to load
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if (SourceIDs.HasItems() && _state == States::Playing && !_isActuallyPlayingSth)
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{
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if (Clip->IsStreamable())
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{
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// Request faster streaming update
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Clip->RequestStreamingUpdate();
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}
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else
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{
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// Play it right away
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SetNonStreamingBuffer();
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PlayInternal();
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}
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}
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}
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bool AudioSource::UseStreaming() const
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{
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return Clip && Clip->IsLoaded() && Clip->IsStreamable();
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}
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void AudioSource::Restore()
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{
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if (Clip)
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{
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if (_savedState != States::Stopped)
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Play();
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if (_savedState == States::Paused)
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Pause();
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SetTime(_savedTime);
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if (_savedState != States::Stopped && UseStreaming())
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RequestStreamingBuffersUpdate();
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}
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}
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void AudioSource::SetNonStreamingBuffer()
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{
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ASSERT(Clip && !Clip->IsStreamable());
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AudioBackend::Source::SetNonStreamingBuffer(this);
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}
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void AudioSource::PlayInternal()
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{
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AudioBackend::Source::Play(this);
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_isActuallyPlayingSth = true;
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}
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#if USE_EDITOR
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#include "Engine/Debug/DebugDraw.h"
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void AudioSource::OnDebugDrawSelected()
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{
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// Draw influence range
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if (_allowSpatialization)
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DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(_transform.Translation, _minDistance), Color::CornflowerBlue, 0, true);
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// Base
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Actor::OnDebugDrawSelected();
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}
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#endif
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void AudioSource::Serialize(SerializeStream& stream, const void* otherObj)
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{
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// Base
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Actor::Serialize(stream, otherObj);
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SERIALIZE_GET_OTHER_OBJ(AudioSource);
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SERIALIZE(Clip);
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SERIALIZE_MEMBER(Volume, _volume);
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SERIALIZE_MEMBER(Pitch, _pitch);
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SERIALIZE_MEMBER(Pan, _pan);
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SERIALIZE_MEMBER(MinDistance, _minDistance);
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SERIALIZE_MEMBER(Attenuation, _attenuation);
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SERIALIZE_MEMBER(DopplerFactor, _dopplerFactor);
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SERIALIZE_MEMBER(Loop, _loop);
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SERIALIZE_MEMBER(PlayOnStart, _playOnStart);
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SERIALIZE_MEMBER(AllowSpatialization, _allowSpatialization);
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}
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void AudioSource::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
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{
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// Base
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Actor::Deserialize(stream, modifier);
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DESERIALIZE(Clip);
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DESERIALIZE_MEMBER(Volume, _volume);
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DESERIALIZE_MEMBER(Pitch, _pitch);
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DESERIALIZE_MEMBER(Pan, _pan);
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DESERIALIZE_MEMBER(MinDistance, _minDistance);
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DESERIALIZE_MEMBER(Attenuation, _attenuation);
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DESERIALIZE_MEMBER(DopplerFactor, _dopplerFactor);
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DESERIALIZE_MEMBER(Loop, _loop);
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DESERIALIZE_MEMBER(PlayOnStart, _playOnStart);
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DESERIALIZE_MEMBER(AllowSpatialization, _allowSpatialization);
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}
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bool AudioSource::HasContentLoaded() const
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{
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return Clip == nullptr || Clip->IsLoaded();
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}
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bool AudioSource::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
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{
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return false;
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}
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void AudioSource::Update()
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{
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PROFILE_CPU();
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// Update the velocity
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const Vector3 pos = GetPosition();
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const float dt = Math::Max(Time::Update.UnscaledDeltaTime.GetTotalSeconds(), ZeroTolerance);
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const auto prevVelocity = _velocity;
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_velocity = (pos - _prevPos) / dt;
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_prevPos = pos;
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if (_velocity != prevVelocity)
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{
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AudioBackend::Source::VelocityChanged(this);
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}
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// Skip other update logic if it's not valid streamable source
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if (!UseStreaming() || SourceIDs.IsEmpty())
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return;
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auto clip = Clip.Get();
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clip->Locker.Lock();
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// Handle streaming buffers queue submit (ensure that clip has loaded the first chunk with audio data)
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if (_needToUpdateStreamingBuffers && clip->Buffers[_streamingFirstChunk] != AUDIO_BUFFER_ID_INVALID)
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{
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// Get buffers in a queue count
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int32 numQueuedBuffers;
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AudioBackend::Source::GetQueuedBuffersCount(this, numQueuedBuffers);
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// Queue missing buffers
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uint32 bufferId;
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if (numQueuedBuffers < 1 && (bufferId = clip->Buffers[_streamingFirstChunk]) != AUDIO_BUFFER_ID_INVALID)
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{
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AudioBackend::Source::QueueBuffer(this, bufferId);
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}
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if (numQueuedBuffers < 2 && _streamingFirstChunk + 1 < clip->Buffers.Count() && (bufferId = clip->Buffers[_streamingFirstChunk + 1]) != AUDIO_BUFFER_ID_INVALID)
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{
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AudioBackend::Source::QueueBuffer(this, bufferId);
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}
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// Clear flag
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_needToUpdateStreamingBuffers = false;
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// Play it if need to
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if (!_isActuallyPlayingSth)
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{
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PlayInternal();
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}
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}
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// Track the current buffer index via processed buffers gather
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if (_isActuallyPlayingSth)
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{
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// Get the processed buffers count
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int32 numProcessedBuffers = 0;
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AudioBackend::Source::GetProcessedBuffersCount(this, numProcessedBuffers);
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if (numProcessedBuffers > 0)
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{
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ASSERT(numProcessedBuffers <= ASSET_FILE_DATA_CHUNKS);
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// Unbind processed buffers from the source
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AudioBackend::Source::DequeueProcessedBuffers(this);
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// Move the chunk pointer (AudioStreamingHandler will request new chunks streaming)
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_streamingFirstChunk += numProcessedBuffers;
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// Check if reached the end
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if (_streamingFirstChunk >= clip->Buffers.Count())
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{
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// Loop over the clip or end play
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if (GetIsLooping())
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{
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// Move to the begin
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_streamingFirstChunk = 0;
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// Stop audio and request buffers re-sync and then play continue
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Stop();
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Play();
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}
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else
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{
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Stop();
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}
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}
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ASSERT(_streamingFirstChunk < clip->Buffers.Count());
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// Update clip data streaming
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clip->RequestStreamingUpdate();
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}
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}
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clip->Locker.Unlock();
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}
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void AudioSource::OnEnable()
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{
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_prevPos = GetPosition();
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_velocity = Vector3::Zero;
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Audio::OnAddSource(this);
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GetScene()->Ticking.Update.AddTick<AudioSource, &AudioSource::Update>(this);
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#if USE_EDITOR
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GetSceneRendering()->AddViewportIcon(this);
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#endif
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// Base
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Actor::OnEnable();
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}
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void AudioSource::OnDisable()
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{
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Stop();
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#if USE_EDITOR
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GetSceneRendering()->RemoveViewportIcon(this);
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#endif
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GetScene()->Ticking.Update.RemoveTick(this);
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Audio::OnRemoveSource(this);
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// Base
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Actor::OnDisable();
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}
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void AudioSource::OnTransformChanged()
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{
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// Base
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Actor::OnTransformChanged();
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_box = BoundingBox(_transform.Translation);
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_sphere = BoundingSphere(_transform.Translation, 0.0f);
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if (IsActiveInHierarchy() && SourceIDs.HasItems())
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{
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AudioBackend::Source::TransformChanged(this);
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}
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}
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void AudioSource::BeginPlay(SceneBeginData* data)
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{
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// Base
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Actor::BeginPlay(data);
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if (IsActiveInHierarchy() && _playOnStart)
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{
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#if USE_EDITOR
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if (Time::GetGamePaused())
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return;
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#endif
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Play();
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}
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}
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