Files
FlaxEngine/Source/Engine/Audio/AudioClip.h
2025-08-11 18:42:55 +02:00

200 lines
6.6 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Content/BinaryAsset.h"
#include "Engine/Streaming/StreamableResource.h"
#include "Engine/Content/WeakAssetReference.h"
#include "Engine/Threading/ThreadPoolTask.h"
#include "Types.h"
#include "Config.h"
class AudioSource;
/// <summary>
/// Audio clip stores audio data in a compressed or uncompressed format using a binary asset. Clips can be provided to audio sources or other audio methods to be played.
/// </summary>
/// <seealso cref="BinaryAsset" />
API_CLASS(NoSpawn) class FLAXENGINE_API AudioClip : public BinaryAsset, public StreamableResource
{
DECLARE_BINARY_ASSET_HEADER(AudioClip, 2);
public:
/// <summary>
/// Audio Clip resource header structure, version 2. Added on 08.08.2019.
/// </summary>
struct Header
{
AudioFormat Format;
AudioDataInfo Info;
bool Is3D;
bool Streamable;
uint32 OriginalSize;
uint32 ImportedSize;
uint32 SamplesPerChunk[ASSET_FILE_DATA_CHUNKS]; // Amount of audio samples (for all channels) stored per asset chunk (uncompressed data samples count)
};
/// <summary>
/// Audio clip streaming task
/// </summary>
class StreamingTask : public ThreadPoolTask
{
private:
WeakAssetReference<AudioClip> _asset;
FlaxStorage::LockData _dataLock;
public:
StreamingTask(AudioClip* asset);
public:
// [ThreadPoolTask]
bool HasReference(Object* resource) const override;
protected:
// [ThreadPoolTask]
bool Run() override;
void OnEnd() override;
};
private:
int32 _totalChunks;
int32 _totalChunksSize;
StreamingTask* _streamingTask;
float _buffersStartTimes[ASSET_FILE_DATA_CHUNKS + 1];
public:
/// <summary>
/// Finalizes an instance of the <see cref="AudioClip"/> class.
/// </summary>
~AudioClip();
public:
/// <summary>
/// The audio clip header data.
/// </summary>
Header AudioHeader;
/// <summary>
/// The audio backend buffers (internal ids) collection used by this audio clip.
/// </summary>
Array<uint32, FixedAllocation<ASSET_FILE_DATA_CHUNKS>> Buffers;
/// <summary>
/// The streaming cache. Contains indices of chunks to stream. If empty no streaming required. Managed by AudioStreamingHandler and used by the Audio streaming tasks.
/// </summary>
Array<int32, FixedAllocation<ASSET_FILE_DATA_CHUNKS>> StreamingQueue;
public:
/// <summary>
/// Gets the audio data format.
/// </summary>
API_PROPERTY() FORCE_INLINE AudioFormat Format() const
{
return AudioHeader.Format;
}
/// <summary>
/// Gets the audio data info metadata.
/// </summary>
API_PROPERTY() FORCE_INLINE const AudioDataInfo& Info() const
{
return AudioHeader.Info;
}
/// <summary>
/// Returns true if the sound source is three dimensional (volume and pitch varies based on listener distance and velocity).
/// </summary>
API_PROPERTY() FORCE_INLINE bool Is3D() const
{
return AudioHeader.Is3D;
}
/// <summary>
/// Returns true if the sound is using data streaming.
/// </summary>
API_PROPERTY() FORCE_INLINE bool IsStreamable() const
{
return AudioHeader.Streamable;
}
/// <summary>
/// Returns true if the sound data is during streaming by an async task.
/// </summary>
API_PROPERTY() FORCE_INLINE bool IsStreamingTaskActive() const
{
return _streamingTask != nullptr;
}
/// <summary>
/// Gets the length of the audio clip (in seconds).
/// </summary>
API_PROPERTY() float GetLength() const
{
return AudioHeader.Info.GetLength();
}
public:
/// <summary>
/// Gets the buffer start time (in seconds).
/// </summary>
/// <param name="bufferIndex">Index of the buffer.</param>
/// <returns>The buffer start time.</returns>
float GetBufferStartTime(int32 bufferIndex) const;
/// <summary>
/// Gets the index of the first buffer to bind for the audio source data streaming.
/// </summary>
/// <param name="time">The time (in seconds).</param>
/// <param name="offset">The offset time from the chunk start time (in seconds).</param>
/// <returns>The buffer index.</returns>
int32 GetFirstBufferIndex(float time, float& offset) const;
public:
/// <summary>
/// Extracts the source audio data from the asset storage. Loads the whole asset. The result data is in an asset format.
/// </summary>
/// <param name="resultData">The result data.</param>
/// <param name="resultDataInfo">The result data format header info.</param>
/// <returns>True if failed, otherwise false.</returns>
API_FUNCTION() bool ExtractData(API_PARAM(Out) Array<byte>& resultData, API_PARAM(Out) AudioDataInfo& resultDataInfo);
/// <summary>
/// Extracts the raw audio data (PCM format) from the asset storage and converts it to the normalized float format (in range [-1;1]). Loads the whole asset.
/// </summary>
/// <param name="resultData">The result data.</param>
/// <param name="resultDataInfo">The result data format header info. That output data has 32 bits float data not the signed PCM data.</param>
/// <returns>True if failed, otherwise false.</returns>
API_FUNCTION() bool ExtractDataFloat(API_PARAM(Out) Array<float>& resultData, API_PARAM(Out) AudioDataInfo& resultDataInfo);
/// <summary>
/// Extracts the raw audio data (PCM format) from the asset storage. Loads the whole asset.
/// </summary>
/// <param name="resultData">The result data.</param>
/// <param name="resultDataInfo">The result data format header info.</param>
/// <returns>True if failed, otherwise false.</returns>
API_FUNCTION() bool ExtractDataRaw(API_PARAM(Out) Array<byte>& resultData, API_PARAM(Out) AudioDataInfo& resultDataInfo);
public:
// [BinaryAsset]
void CancelStreaming() override;
// [StreamableResource]
int32 GetMaxResidency() const override;
int32 GetCurrentResidency() const override;
int32 GetAllocatedResidency() const override;
bool CanBeUpdated() const override;
Task* UpdateAllocation(int32 residency) override;
Task* CreateStreamingTask(int32 residency) override;
void CancelStreamingTasks() override;
protected:
// [BinaryAsset]
bool init(AssetInitData& initData) override;
LoadResult load() override;
void unload(bool isReloading) override;
private:
// Writes audio samples into Audio Backend buffer and handles automatic decompression or format conversion for runtime playback.
bool WriteBuffer(int32 chunkIndex);
};