void USoundWave::FreeResources() { check(IsInAudioThread()); // Housekeeping of stats DEC_FLOAT_STAT_BY( STAT_AudioBufferTime, Duration ); DEC_FLOAT_STAT_BY( STAT_AudioBufferTimeChannels, NumChannels * Duration ); // GEngine is NULL during script compilation and GEngine->Client and its audio device might be // destroyed first during the exit purge. if( GEngine && !GExitPurge ) { // Notify the audio device to free the bulk data associated with this wave. FAudioDeviceManager* AudioDeviceManager = GEngine->GetAudioDeviceManager(); if (AudioDeviceManager) { AudioDeviceManager->StopSoundsUsingResource(this); AudioDeviceManager->FreeResource(this); } } if (CachedRealtimeFirstBuffer) { FMemory::Free(CachedRealtimeFirstBuffer); CachedRealtimeFirstBuffer = nullptr; } // Just in case the data was created but never uploaded if (RawPCMData) { FMemory::Free(RawPCMData); RawPCMData = nullptr; } // Remove the compressed copy of the data RemoveAudioResource(); // Stat housekeeping DEC_DWORD_STAT_BY(STAT_AudioMemorySize, TrackedMemoryUsage); DEC_DWORD_STAT_BY(STAT_AudioMemory, TrackedMemoryUsage); TrackedMemoryUsage = 0; ResourceID = 0; bDynamicResource = false; DecompressionType = DTYPE_Setup; bDecompressedFromOgg = 0; USoundWave* SoundWave = this; FAudioThread::RunCommandOnGameThread([SoundWave]() { SoundWave->ResourceState = ESoundWaveResourceState::Freed; }, TStatId()); }
UObject* UMP3SoundFactory::FactoryCreateBinary(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, const TCHAR* Type, const uint8*& Buffer, const uint8* BufferEnd, FFeedbackContext* Warn) { FEditorDelegates::OnAssetPreImport.Broadcast(this, Class, InParent, Name, Type); if (mpg123_init == nullptr) { Warn->Logf(ELogVerbosity::Error, TEXT("Function pointer was null. Was %s found?"), DLL_NAME); FEditorDelegates::OnAssetPostImport.Broadcast(this, nullptr); return nullptr; } // if the sound already exists, remember the user settings USoundWave* ExistingSound = FindObject<USoundWave>(InParent, *Name.ToString()); // stop playing the file, if it already exists (e.g. reimport) TArray<UAudioComponent*> ComponentsToRestart; FAudioDeviceManager* AudioDeviceManager = GEngine->GetAudioDeviceManager(); if (AudioDeviceManager && ExistingSound) { AudioDeviceManager->StopSoundsUsingResource(ExistingSound, ComponentsToRestart); } // Read the mp3 header and make sure we have valid data UMP3Decoder Decoder(Warn); Decoder.Init(Buffer, BufferEnd); if (Decoder.BitsPerSample != 16) { Warn->Logf(ELogVerbosity::Error, TEXT("Unreal only supports 16bit WAVE data (%s)."), *Name.ToString()); FEditorDelegates::OnAssetPostImport.Broadcast(this, nullptr); return nullptr; } if (Decoder.Channels != 1 && Decoder.Channels != 2) { Warn->Logf(ELogVerbosity::Error, TEXT("Unreal only supports 1-2 channel WAVE data (Mono/Stereo). (%s)."), *Name.ToString()); FEditorDelegates::OnAssetPostImport.Broadcast(this, nullptr); return nullptr; } //on reimport, reuse settings, wipe data. otherwise create new. (UE4 WAVE import has some more checks, maybe implement, too?) USoundWave* Sound; if (ExistingSound && bMP3SoundFactoryIsReimport) { Sound = ExistingSound; Sound->FreeResources(); Sound->InvalidateCompressedData(); } else { Sound = NewObject<USoundWave>(InParent, Name, Flags); } Sound->AssetImportData->Update(GetCurrentFilename()); TArray<uint8> RawWavBuffer; RawWavBuffer.Reserve((BufferEnd - Buffer) * 16); //actual decoding Decoder.Decode(RawWavBuffer); Sound->RawData.Lock(LOCK_READ_WRITE); void* LockedData = Sound->RawData.Realloc(RawWavBuffer.Num() * RawWavBuffer.GetTypeSize()); FMemory::Memcpy(LockedData, RawWavBuffer.GetData(), RawWavBuffer.Num() * RawWavBuffer.GetTypeSize()); Sound->RawData.Unlock(); RawWavBuffer.Empty(); // Calculate duration. Sound->Duration = (float)Decoder.SizeInBytes / Decoder.Samplerate / Decoder.Channels / (BITS_PER_SAMPLE / 8); Sound->SampleRate = Decoder.Samplerate; Sound->NumChannels = Decoder.Channels; Sound->RawPCMDataSize = Decoder.SizeInBytes; FEditorDelegates::OnAssetPostImport.Broadcast(this, Sound); if (ExistingSound) { Sound->PostEditChange(); } for (int32 ComponentIndex = 0; ComponentIndex < ComponentsToRestart.Num(); ++ComponentIndex) { ComponentsToRestart[ComponentIndex]->Play(); } return Sound; }