// Fill out your copyright notice in the Description page of Project Settings. #include "RenderWaveform.h" // KISS Headers, that we need for the decompression part #include "ThirdParty/Kiss_FFT/kiss_fft129/kiss_fft.h" #include "ThirdParty/Kiss_FFT/kiss_fft129/tools/kiss_fftnd.h" bool bNormalizeOutputToDb = false; bool bShowLogDebug = false; bool bShowWarningDebug = false; bool bShowErrorDebug = false; // Log Category DECLARE_LOG_CATEGORY_EXTERN(LogRenderWave, Log, All); // Short Defines to faster debug #define PrintLog(TextToLog) if(bShowLogDebug) UE_LOG(LogRenderWave, Log, TextToLog) #define PrintWarning(TextToLog) if(bShowWarningDebug) UE_LOG(LogRenderWave, Warning, TextToLog) #define PrintError(TextToLog) if(bShowErrorDebug) UE_LOG(LogRenderWave, Error, TextToLog) #include "Sound/SoundWave.h" #include "AudioDevice.h" #include "Runtime/Engine/Public/VorbisAudioInfo.h" #include "Developer/TargetPlatform/Public/Interfaces/IAudioFormat.h" DEFINE_LOG_CATEGORY(LogRenderWave); //float GetFFTInValue(const int16 InSampleValue, const int16 InSampleIndex, const int16 InSampleCount) //{ // float FFTValue = InSampleValue; // // // Apply the Hann window // FFTValue *= 0.5f * (1 - FMath::Cos(2 * PI * InSampleIndex / (InSampleCount - 1))); // // return FFTValue; //} void CalculateFrequencySpectrum(USoundWave* InSoundWaveRef, const float InStartTime, const float InDuration, TArray& OutFrequencies) { // Clear the Array before continuing OutFrequencies.Empty(); const int32 NumChannels = InSoundWaveRef->NumChannels; const int32 SampleRate = InSoundWaveRef->SampleRate; // Make sure the Number of Channels is correct if (NumChannels > 0 && NumChannels <= 2) { // Check if we actually have a Buffer to work with if (InSoundWaveRef->CachedRealtimeFirstBuffer) { // The first sample is just the StartTime * SampleRate int32 FirstSample = SampleRate * InStartTime; // The last sample is the SampleRate times (StartTime plus the Duration) int32 LastSample = SampleRate * (InStartTime + InDuration); // Get Maximum amount of samples in this Sound const int32 SampleCount = InSoundWaveRef->RawPCMDataSize / (2 * NumChannels); // An early check if we can create a Sample window FirstSample = FMath::Min(SampleCount, FirstSample); LastSample = FMath::Min(SampleCount, LastSample); // Actual amount of samples we gonna read int32 SamplesToRead = LastSample - FirstSample; if (SamplesToRead < 0) { PrintError(TEXT("Number of SamplesToRead is < 0!")); return; } // Shift the window enough so that we get a PowerOfTwo. FFT works better with that int32 PoT = 2; while (SamplesToRead > PoT) { PoT *= 2; } // Now we have a good PowerOfTwo to work with SamplesToRead = PoT; // Create two 2-dim Arrays for complex numbers | Buffer and Output kiss_fft_cpx* Buffer[2] = {0}; kiss_fft_cpx* Output[2] = {0}; // Create 1-dim Array with one slot for SamplesToRead int32 Dims[1] = {SamplesToRead}; // alloc once and forget, should probably move to a init/deinit func static kiss_fftnd_cfg STF = kiss_fftnd_alloc(Dims, 1, 0, nullptr, nullptr); int16* SamplePtr = reinterpret_cast(InSoundWaveRef->CachedRealtimeFirstBuffer); // Allocate space in the Buffer and Output Arrays for all the data that FFT returns for (int32 ChannelIndex = 0; ChannelIndex < NumChannels; ChannelIndex++) { Buffer[ChannelIndex] = (kiss_fft_cpx*)KISS_FFT_MALLOC(sizeof(kiss_fft_cpx) * SamplesToRead); Output[ChannelIndex] = (kiss_fft_cpx*)KISS_FFT_MALLOC(sizeof(kiss_fft_cpx) * SamplesToRead); } // Shift our SamplePointer to the Current "FirstSample" SamplePtr += FirstSample * NumChannels; float precomputeMultiplier = 2.f * PI / (SamplesToRead - 1); for (int32 SampleIndex = 0; SampleIndex < SamplesToRead; SampleIndex++) { float rMult = 0.f; if (SamplePtr != NULL && (SampleIndex + FirstSample < SampleCount)) { rMult = 0.5f * (1.f - FMath::Cos(precomputeMultiplier * SampleIndex)); } for (int32 ChannelIndex = 0; ChannelIndex < NumChannels; ChannelIndex++) { // Make sure the Point is Valid and we don't go out of bounds if (SamplePtr != NULL && (SampleIndex + FirstSample < SampleCount)) { // Use Window function to get a better result for the Data (Hann Window) Buffer[ChannelIndex][SampleIndex].r = rMult * (*SamplePtr); } else { Buffer[ChannelIndex][SampleIndex].r = 0.f; } Buffer[ChannelIndex][SampleIndex].i = 0.f; // Take the next Sample SamplePtr++; } } // Now that the Buffer is filled, use the FFT for (int32 ChannelIndex = 0; ChannelIndex < NumChannels; ChannelIndex++) { if (Buffer[ChannelIndex]) { kiss_fftnd(STF, Buffer[ChannelIndex], Output[ChannelIndex]); } } OutFrequencies.AddZeroed(SamplesToRead); for (int32 SampleIndex = 0; SampleIndex < SamplesToRead; ++SampleIndex) { float ChannelSum = 0.0f; for (int32 ChannelIndex = 0; ChannelIndex < NumChannels; ++ChannelIndex) { if (Output[ChannelIndex]) { // With this we get the actual Frequency value for the frequencies from 0hz to ~22000hz ChannelSum += FMath::Sqrt(FMath::Square(Output[ChannelIndex][SampleIndex].r) + FMath::Square(Output[ChannelIndex][SampleIndex].i)); } } if (bNormalizeOutputToDb) { OutFrequencies[SampleIndex] = FMath::LogX(10, ChannelSum / NumChannels) * 10; } else { OutFrequencies[SampleIndex] = ChannelSum / NumChannels; } } // Make sure to free up the FFT stuff // KISS_FFT_FREE(STF); for (int32 ChannelIndex = 0; ChannelIndex < NumChannels; ++ChannelIndex) { KISS_FFT_FREE(Buffer[ChannelIndex]); KISS_FFT_FREE(Output[ChannelIndex]); } } else { PrintError(TEXT("InSoundVisData.PCMData is a nullptr!")); } } else { PrintError(TEXT("Number of Channels is < 0!")); } } void URenderWaveform::BP_RenderWaveform(USoundWave* InSoundWaveRef, UProceduralMeshComponent* Mesh, float InSongPosition, int SizeX){ if (!IsValid(InSoundWaveRef)){ return; } if (!IsValid(Mesh)){ return; } int nbVert = Mesh->GetProcMeshSection(0)->ProcVertexBuffer.Num(); bool valid; TArray Vertices; TArray Normals; TArray UV0; TArray VertexColors; TArray Tangents; Vertices.AddDefaulted(nbVert); Normals.Init(FVector(0.0f, 0.0f, 1.0f), nbVert); UV0.AddDefaulted(nbVert); VertexColors.AddDefaulted(nbVert); Tangents.Init(FProcMeshTangent(1.0f, 0.0f, 0.0f), nbVert); for (size_t i = 0; i < 160; ++i){ float duration = (1 / 64.f); float startTime = duration * i + InSongPosition; valid = true; if (startTime < 0.0f || startTime >= InSoundWaveRef->Duration || startTime + duration >= InSoundWaveRef->Duration) { valid = false; } TArray results; if (valid) CalculateFrequencySpectrum(InSoundWaveRef, startTime, duration, results); for (size_t j = 0; j < 64; ++j){ float height; if (valid) height = results[j * 8.f] / 50000.f; else height = 0; Vertices[To1D(i, j, SizeX)] = FVector(i, j, height); VertexColors[To1D(i, j, SizeX)] = FLinearColor(height, 0.0f, 0.0f); } } Mesh->UpdateMeshSection_LinearColor(0, Vertices, Normals, UV0, VertexColors, Tangents); return; } void URenderWaveform::BP_GenerateSpectrogramMesh(UProceduralMeshComponent* Mesh, int SizeX, int SizeY) { if (!IsValid(Mesh) || SizeX <= 0 || SizeY <= 0) { return; } TArray Vertices; TArray Faces; TArray Normals; TArray UV0; TArray VertexColors; TArray Tangents; Vertices.AddDefaulted(SizeX * SizeY); Normals.AddDefaulted(SizeX * SizeY); UV0.AddDefaulted(SizeX * SizeY); VertexColors.AddDefaulted(SizeX * SizeY); Tangents.AddDefaulted(SizeX * SizeY); Faces.AddZeroed((SizeX - 1) * (SizeY - 1) * 6); for (int j = 0; j < SizeY; ++j) { for (int i = 0; i < SizeX; ++i) { Vertices[To1D(i, j, SizeX)] = FVector(i,j, 0.0f); Normals[To1D(i, j, SizeX)] = FVector(0.0f, 0.0f, 1.0f); UV0[To1D(i, j, SizeX)] = FVector2D(0.0f, 0.0f); VertexColors[To1D(i, j, SizeX)] = FLinearColor(0.0f, 0.0f, 0.0f); Tangents[To1D(i, j, SizeX)] = FProcMeshTangent(1.0f, 0.0f, 0.0f); } } for (int j = 0; j < SizeY - 1; ++j) { for (int i = 0; i < SizeX - 1; ++i) { Faces[To1D(i, j, SizeX - 1) * 6] = To1D(i, j, SizeX); Faces[To1D(i, j, SizeX - 1) * 6 + 1] = To1D(i, j + 1, SizeX); Faces[To1D(i, j, SizeX - 1) * 6 + 2] = To1D(i + 1, j, SizeX); Faces[To1D(i, j, SizeX - 1) * 6 + 3] = To1D(i + 1, j, SizeX); Faces[To1D(i, j, SizeX - 1) * 6 + 4] = To1D(i, j + 1, SizeX); Faces[To1D(i, j, SizeX - 1) * 6 + 5] = To1D(i + 1, j + 1, SizeX); } } Mesh->CreateMeshSection_LinearColor(0, Vertices, Faces, Normals, UV0, VertexColors, Tangents, false); } int URenderWaveform::To1D(int x, int y, int sizeX) { return (sizeX * y) + x; }