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March 21, 2023 07:19
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Audio PCM Retrieving in Unreal Engine
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// Fill out your copyright notice in the Description page of Project Settings. | |
#include "PCMRetrieveActor.h" | |
#include "EnvironmentQuery/EnvQueryTypes.h" | |
// Read PCM and save the data in a TArray | |
static void FilterCallback( | |
void* OBJ, | |
CriAtomExPlaybackId id, | |
CriAtomPcmFormat Format, | |
CriSint32 NumChannels, | |
CriSint32 NumSamples, | |
void* Data[]) | |
{ | |
if (APCMRetrieveActor* Self = static_cast<APCMRetrieveActor*> (OBJ)) | |
{ | |
if (Format == CRIATOM_PCM_FORMAT_FLOAT32) | |
{ | |
for (CriSint32 i=0; i < NumChannels; i++) | |
{ | |
CriFloat32 *PCM = static_cast<CriFloat32*>(Data[i]); | |
for (CriSint32 j=0; j < NumSamples; j++) | |
{ | |
Self->PCMArray.Add(PCM[j]); | |
} | |
} | |
} | |
else if (Format == CRIATOM_PCM_FORMAT_SINT16) | |
{ | |
for (CriSint32 i=0; i < NumChannels; i++) | |
{ | |
CriSint16 *PCM = static_cast<CriSint16*>(Data[i]); | |
for (CriSint32 j=0; j < NumSamples; j++) | |
{ | |
Self->PCMArray.Add(PCM[j]); | |
} | |
} | |
} | |
} | |
} | |
// Sets default values | |
APCMRetrieveActor::APCMRetrieveActor() | |
{ | |
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. | |
PrimaryActorTick.bCanEverTick = true; | |
} | |
// Called when the game starts or when spawned | |
void APCMRetrieveActor::BeginPlay() | |
{ | |
Super::BeginPlay(); | |
// Init UAtomComponent | |
AudioComponent = NewObject<UAtomComponent>(); | |
if (AudioComponent == nullptr) | |
{ | |
UE_LOG(LogTemp, Error, TEXT("Failed to create AtomComponent.")); | |
return; | |
} | |
// Get AtomExPlayer | |
Player = AudioComponent->GetAtomExPlayer(); | |
// Set Cue | |
SoundCue = Cast<USoundAtomCue>( | |
StaticLoadObject(USoundAtomCue::StaticClass(), NULL, TEXT("/Game/CueSheet_0_Cue_0_Cue"))); | |
if (SoundCue == nullptr) | |
{ | |
UE_LOG(LogTemp, Error, TEXT("Failed to load SoundAtomCue")); | |
} | |
AudioComponent->SetSound(SoundCue); | |
PCMArray.Init(0.0f, 0); | |
} | |
// Called every frame | |
void APCMRetrieveActor::Tick(float DeltaTime) | |
{ | |
Super::Tick(DeltaTime); | |
} | |
// Called in bluePrint to play the sound | |
void APCMRetrieveActor::PlaySound() | |
{ | |
// Filter Callback | |
if (Player) | |
{ | |
FCriWareApi::criAtomExPlayer_SetFilterCallback(Player, FilterCallback, this); | |
} | |
// Play Sound | |
AudioComponent->Play(); | |
} | |
void APCMRetrieveActor::ClearArray() | |
{ | |
PCMArray.Empty(); | |
} |
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// Fill out your copyright notice in the Description page of Project Settings. | |
#pragma once | |
#include "CoreMinimal.h" | |
#include "GameFramework/Actor.h" | |
#include "CriWareApi.h" | |
#include "AtomComponent.h" | |
#include "PCMRetrieveActor.generated.h" | |
UCLASS() | |
class PCM_TESTING_API APCMRetrieveActor : public AActor | |
{ | |
GENERATED_BODY() | |
public: | |
// Sets default values for this actor's properties | |
APCMRetrieveActor(); | |
CriAtomExPlayerHn Player; | |
UPROPERTY(BlueprintReadWrite) | |
UAtomComponent* AudioComponent; | |
UPROPERTY(BlueprintReadWrite) | |
USoundAtomCue* SoundCue; | |
UPROPERTY(BlueprintReadWrite) | |
TArray<float> PCMArray; | |
protected: | |
// Called when the game starts or when spawned | |
virtual void BeginPlay() override; | |
public: | |
// Called every frame | |
virtual void Tick(float DeltaTime) override; | |
UFUNCTION(BlueprintCallable) | |
void PlaySound(); | |
UFUNCTION(BlueprintCallable) | |
void ClearArray(); | |
}; |
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