Files
UnrealEngine/Engine/Plugins/MetaHuman/MetaHumanLiveLink/Source/MetaHumanLocalLiveLinkSource/Private/MetaHumanPipelineAudioSourceNode.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

127 lines
2.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetaHumanPipelineAudioSourceNode.h"
namespace UE::MetaHuman::Pipeline
{
FAudioSourceNode::FAudioSourceNode(const FString& InName) : FNode("AudioSource", InName)
{
Pins.Add(FPin("Audio Out", EPinDirection::Output, EPinType::Audio));
Pins.Add(FPin("Audio Sample Time Out", EPinDirection::Output, EPinType::QualifiedFrameTime));
Pins.Add(FPin("Dropped Frame Count Out", EPinDirection::Output, EPinType::Int));
Pins.Add(FPin("Audio Sample Time Source Out", EPinDirection::Output, EPinType::Int));
Pins.Add(FPin("Capture FPS", EPinDirection::Output, EPinType::Float));
}
bool FAudioSourceNode::Process(const TSharedPtr<FPipelineData>& InPipelineData)
{
FAudioDataType Audio;
FQualifiedFrameTime AudioSampleTime;
FMetaHumanLocalLiveLinkSubject::ETimeSource AudioSampleTimeSource = FMetaHumanLocalLiveLinkSubject::ETimeSource::NotSet;
int32 NumDroppedFrames = 0;
float FPSCopy = -1;
int32 NumSamples = 0;
while (NumSamples == 0)
{
if (*bAbort)
{
return false;
}
{
FScopeLock Lock(&Mutex);
NumSamples = AudioSamples.Num();
FPSCopy = FPS;
if (!ErrorMessage.IsEmpty())
{
InPipelineData->SetErrorNodeCode(ErrorCode::GeneralError);
InPipelineData->SetErrorNodeMessage(ErrorMessage);
return false;
}
}
if (NumSamples == 0)
{
FPlatformProcess::Sleep(0.001f);
}
}
if (NumSamples == 0)
{
return false;
}
else
{
FScopeLock Lock(&Mutex);
for (int32 Index = 0; Index < NumSamples; ++Index)
{
NumDroppedFrames += AudioSamples[Index].NumDropped;
}
NumDroppedFrames += NumSamples - 1;
Audio = MoveTemp(AudioSamples[NumSamples - 1].Audio);
Audio.bContiguous = NumDroppedFrames == 0;
AudioSampleTime = AudioSamples[NumSamples - 1].Time;
AudioSampleTimeSource = AudioSamples[NumSamples - 1].TimeSource;
AudioSamples.Reset();
}
InPipelineData->SetData<FAudioDataType>(Pins[0], MoveTemp(Audio));
InPipelineData->SetData<FQualifiedFrameTime>(Pins[1], AudioSampleTime);
InPipelineData->SetData<int32>(Pins[2], NumDroppedFrames);
InPipelineData->SetData<int32>(Pins[3], static_cast<uint8>(AudioSampleTimeSource));
InPipelineData->SetData<float>(Pins[4], FPSCopy);
return true;
}
bool FAudioSourceNode::End(const TSharedPtr<FPipelineData>& InPipelineData)
{
FScopeLock Lock(&Mutex);
AudioSamples.Reset();
ErrorMessage = "";
return true;
}
void FAudioSourceNode::AddAudioSample(FAudioSample&& InAudioSample)
{
double Now = FPlatformTime::Seconds();
if (FPSCount == 0)
{
FPSStart = Now;
}
FPSCount += InAudioSample.NumDropped + 1;
FScopeLock Lock(&Mutex);
if (Now - FPSStart > 2)
{
FPS = (FPSCount - 1) / (Now - FPSStart);
FPSCount = 0;
}
AudioSamples.Add(MoveTemp(InAudioSample));
}
void FAudioSourceNode::SetError(const FString& InErrorMessage)
{
FScopeLock Lock(&Mutex);
ErrorMessage = InErrorMessage;
}
}