Add initial project files and implement basic audio-visual recording functionality
This commit is contained in:
1
Build/Mac/AudioVideoRecord.PackageVersionCounter
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1
Build/Mac/AudioVideoRecord.PackageVersionCounter
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0.3
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15
Build/Mac/Resources/Info.Template.plist
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Build/Mac/Resources/Info.Template.plist
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>NSAppTransportSecurity</key>
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<dict>
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<key>NSAllowsArbitraryLoads</key>
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<true/>
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</dict>
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<key>NSHighResolutionCapable</key>
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<false/>
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<key>ITSAppUsesNonExemptEncryption</key>
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<false/>
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</dict>
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</plist>
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8
Build/Mac/Resources/Sandbox.NoNet.entitlements
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Build/Mac/Resources/Sandbox.NoNet.entitlements
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>com.apple.security.app-sandbox</key>
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<true/>
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</dict>
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</plist>
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12
Build/Mac/Resources/Sandbox.Server.entitlements
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Build/Mac/Resources/Sandbox.Server.entitlements
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>com.apple.security.app-sandbox</key>
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<true/>
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<key>com.apple.security.network.client</key>
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<true/>
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<key>com.apple.security.network.server</key>
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<true/>
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</dict>
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</plist>
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@@ -1,8 +1,23 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AudioVideoRecordGameMode.h"
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#include "Kismet/GameplayStatics.h"
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#include "Components/AudioComponent.h"
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AAudioVideoRecordGameMode::AAudioVideoRecordGameMode()
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{
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// stub
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}
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void AAudioVideoRecordGameMode::BeginPlay()
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{
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Super::BeginPlay();
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if (BGMSound)
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{
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BGMAudioComponent = UGameplayStatics::SpawnSound2D(this, BGMSound, BGMVolume);
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if (BGMAudioComponent)
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{
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BGMAudioComponent->bAutoDestroy = false;
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}
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}
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}
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@@ -6,6 +6,9 @@
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#include "GameFramework/GameModeBase.h"
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#include "AudioVideoRecordGameMode.generated.h"
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class USoundBase;
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class UAudioComponent;
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/**
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* Simple GameMode for a first person game
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*/
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@@ -16,6 +19,21 @@ class AAudioVideoRecordGameMode : public AGameModeBase
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public:
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AAudioVideoRecordGameMode();
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/** Background music to play when the level starts. Assign in Blueprint. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Audio")
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USoundBase* BGMSound = nullptr;
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/** Volume multiplier for BGM (0.0 – 1.0). */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Audio", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float BGMVolume = 0.5f;
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protected:
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virtual void BeginPlay() override;
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private:
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UPROPERTY()
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UAudioComponent* BGMAudioComponent = nullptr;
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};
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@@ -118,81 +118,17 @@ void USimpleRecorder::StartRecording()
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InitOutputPaths();
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bIsRecording = true;
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// ─── 0. Auto-detect viewport size if not explicitly set ─────────
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if (bAutoDetectResolution)
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{
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if (GEngine && GEngine->GameViewport)
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{
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FVector2D ViewportSize;
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GEngine->GameViewport->GetViewportSize(ViewportSize);
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if (ViewportSize.X > 0 && ViewportSize.Y > 0)
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{
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CaptureWidth = FMath::RoundToInt32(ViewportSize.X);
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CaptureHeight = FMath::RoundToInt32(ViewportSize.Y);
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// Ensure even dimensions (required by most video encoders)
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CaptureWidth = CaptureWidth & ~1;
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CaptureHeight = CaptureHeight & ~1;
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}
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}
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}
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bFFmpegStarted = false;
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UE_LOG(LogAudioVideoRecord, Log, TEXT("SimpleRecorder: Starting recording..."));
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UE_LOG(LogAudioVideoRecord, Log, TEXT(" Resolution: %dx%d @ %d FPS"), CaptureWidth, CaptureHeight, CaptureFPS);
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UE_LOG(LogAudioVideoRecord, Log, TEXT(" Video → %s"), *VideoFilePath);
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UE_LOG(LogAudioVideoRecord, Log, TEXT(" Audio → %s"), *AudioFilePath);
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UE_LOG(LogAudioVideoRecord, Log, TEXT(" Final → %s"), *FinalFilePath);
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UE_LOG(LogAudioVideoRecord, Log, TEXT(" FFmpeg pipe will start on first frame (actual back-buffer size)."));
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// ─── 1. Open FFmpeg video pipe ──────────────────────────────────
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{
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FString FFmpeg = GetFFmpegExecutable();
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// Build command:
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// ffmpeg -y -f rawvideo -pix_fmt bgra
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// -video_size WxH -framerate FPS
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// -i - (stdin)
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// -c:v <encoder> ... -b:v BITRATE
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// output.mp4
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//
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// Encoder selection per platform:
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// Mac: h264_videotoolbox (Apple HW encoder)
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// Windows: h264_nvenc / h264_amf / h264_qsv (detected at runtime)
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// Linux: libx264 (software fallback)
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#if PLATFORM_MAC
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FString EncoderFlags = FString::Printf(TEXT("-c:v h264_videotoolbox -b:v %s"), *VideoBitrate);
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#elif PLATFORM_WINDOWS
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FString EncoderFlags = FString::Printf(TEXT("-c:v h264_nvenc -preset p5 -b:v %s"), *VideoBitrate);
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#else
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FString EncoderFlags = FString::Printf(TEXT("-c:v libx264 -preset medium -b:v %s"), *VideoBitrate);
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#endif
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FString Cmd = FString::Printf(
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TEXT("\"%s\" -y -f rawvideo -pix_fmt bgra -video_size %dx%d -framerate %d ")
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TEXT("-i - %s \"%s\""),
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*FFmpeg,
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CaptureWidth, CaptureHeight, CaptureFPS,
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*EncoderFlags,
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*VideoFilePath
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);
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UE_LOG(LogAudioVideoRecord, Log, TEXT(" FFmpeg cmd: %s"), *Cmd);
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// popen opens a pipe — we write raw BGRA bytes into FFmpeg's stdin
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#if PLATFORM_WINDOWS
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FFmpegVideoPipe = _popen(TCHAR_TO_ANSI(*Cmd), "wb");
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#else
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FFmpegVideoPipe = popen(TCHAR_TO_ANSI(*Cmd), "w");
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#endif
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if (!FFmpegVideoPipe)
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{
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UE_LOG(LogAudioVideoRecord, Error,
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TEXT("SimpleRecorder: Failed to open FFmpeg pipe! Make sure ffmpeg.exe is on your PATH."));
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bIsRecording = false;
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return;
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}
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}
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// ─── 2. Register back-buffer delegate (video frames) ────────────
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// ─── 1. Register back-buffer delegate (video frames) ────────────
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// FFmpeg is NOT started here — it launches on the first frame
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// so we can read the real back-buffer dimensions.
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if (FSlateApplication::IsInitialized())
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{
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BackBufferDelegateHandle =
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@@ -200,7 +136,7 @@ void USimpleRecorder::StartRecording()
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.AddUObject(this, &USimpleRecorder::OnBackBufferReady);
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}
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// ─── 3. Start audio submix recording ────────────────────────────
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// ─── 2. Start audio submix recording ────────────────────────────
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{
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// Clear any leftover audio data
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FScopeLock Lock(&AudioBufferCritSection);
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@@ -302,32 +238,93 @@ void USimpleRecorder::StopRecording()
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UE_LOG(LogAudioVideoRecord, Log, TEXT("SimpleRecorder: Recording stopped. All files saved."));
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}
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// =====================================================================
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// LaunchFFmpegVideoPipe — called once from first OnBackBufferReady
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// =====================================================================
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bool USimpleRecorder::LaunchFFmpegVideoPipe()
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{
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FString FFmpeg = GetFFmpegExecutable();
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#if PLATFORM_MAC
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FString EncoderFlags = FString::Printf(TEXT("-c:v h264_videotoolbox -b:v %s"), *VideoBitrate);
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#elif PLATFORM_WINDOWS
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FString EncoderFlags = FString::Printf(TEXT("-c:v h264_nvenc -preset p5 -b:v %s"), *VideoBitrate);
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#else
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FString EncoderFlags = FString::Printf(TEXT("-c:v libx264 -preset medium -b:v %s"), *VideoBitrate);
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#endif
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// -movflags frag_keyframe+empty_moov writes fragmented MP4:
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// each keyframe starts a new self-contained fragment, so the file
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// is playable even if the process crashes mid-recording.
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FString Cmd = FString::Printf(
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TEXT("\"%s\" -y -f rawvideo -pix_fmt bgra -video_size %dx%d -framerate %d ")
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TEXT("-i - %s -movflags frag_keyframe+empty_moov \"%s\""),
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*FFmpeg,
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CaptureWidth, CaptureHeight, CaptureFPS,
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*EncoderFlags,
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*VideoFilePath
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);
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UE_LOG(LogAudioVideoRecord, Log, TEXT(" Resolution: %dx%d @ %d FPS"), CaptureWidth, CaptureHeight, CaptureFPS);
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UE_LOG(LogAudioVideoRecord, Log, TEXT(" FFmpeg cmd: %s"), *Cmd);
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#if PLATFORM_WINDOWS
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FFmpegVideoPipe = _popen(TCHAR_TO_ANSI(*Cmd), "wb");
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#else
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FFmpegVideoPipe = popen(TCHAR_TO_ANSI(*Cmd), "w");
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#endif
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if (!FFmpegVideoPipe)
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{
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UE_LOG(LogAudioVideoRecord, Error,
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TEXT("SimpleRecorder: Failed to open FFmpeg pipe!"));
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return false;
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}
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return true;
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}
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// =====================================================================
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// OnBackBufferReady — called every presented frame on the RENDER thread
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// =====================================================================
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void USimpleRecorder::OnBackBufferReady(SWindow& SlateWindow, const FTextureRHIRef& BackBuffer)
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{
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// Safety: if we already stopped, do nothing
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if (!bIsRecording || !FFmpegVideoPipe)
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if (!bIsRecording)
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{
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return;
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}
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// We're on the render thread here.
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// Read the back-buffer pixels into a CPU-side array.
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FRHICommandListImmediate& RHICmdList = FRHICommandListImmediate::Get();
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// Determine actual back-buffer size (may differ from our target)
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const FIntPoint BBSize = BackBuffer->GetSizeXY();
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// We need a rect matching our capture resolution, clamped to back-buffer
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// ─── First frame: read actual back-buffer size and start FFmpeg ──
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if (!bFFmpegStarted)
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{
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// Use real back-buffer dimensions (not the DPI-scaled viewport size)
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CaptureWidth = (int32)BBSize.X & ~1; // ensure even
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CaptureHeight = (int32)BBSize.Y & ~1;
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if (CaptureWidth <= 0 || CaptureHeight <= 0)
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{
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return; // back buffer not ready yet, try next frame
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}
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if (!LaunchFFmpegVideoPipe())
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{
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bIsRecording = false;
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return;
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}
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bFFmpegStarted = true;
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}
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if (!FFmpegVideoPipe)
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{
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return;
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}
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// Read the full back-buffer at CaptureWidth x CaptureHeight
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const int32 ReadW = FMath::Min(CaptureWidth, (int32)BBSize.X);
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const int32 ReadH = FMath::Min(CaptureHeight, (int32)BBSize.Y);
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FIntRect ReadRect(0, 0, ReadW, ReadH);
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// ReadSurfaceData puts pixels into a TArray<FColor> (BGRA, 8-bit per channel)
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TArray<FColor> Pixels;
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Pixels.SetNumUninitialized(ReadW * ReadH);
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@@ -338,30 +335,7 @@ void USimpleRecorder::OnBackBufferReady(SWindow& SlateWindow, const FTextureRHIR
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FReadSurfaceDataFlags(RCM_UNorm)
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);
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// If the back-buffer is smaller than our target, we still write the full
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// frame size so FFmpeg doesn't choke. Pad with black if needed.
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if (ReadW == CaptureWidth && ReadH == CaptureHeight)
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{
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// Fast path — dimensions match exactly
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fwrite(Pixels.GetData(), sizeof(FColor), Pixels.Num(), FFmpegVideoPipe);
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}
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else
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{
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// Slow path — need to pad to CaptureWidth x CaptureHeight
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// Allocate a black frame
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TArray<FColor> PaddedFrame;
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PaddedFrame.SetNumZeroed(CaptureWidth * CaptureHeight);
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for (int32 Row = 0; Row < ReadH; ++Row)
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{
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FMemory::Memcpy(
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&PaddedFrame[Row * CaptureWidth],
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&Pixels[Row * ReadW],
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ReadW * sizeof(FColor));
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}
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fwrite(PaddedFrame.GetData(), sizeof(FColor), PaddedFrame.Num(), FFmpegVideoPipe);
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}
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}
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// =====================================================================
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@@ -96,6 +96,9 @@ private:
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/** Called every frame on the render thread when the back buffer is ready. */
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void OnBackBufferReady(SWindow& SlateWindow, const FTextureRHIRef& BackBuffer);
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/** Launches the FFmpeg video pipe with the actual back-buffer dimensions. */
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bool LaunchFFmpegVideoPipe();
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/** Writes the captured audio buffer to a .wav file. */
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void SaveAudioToWav();
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@@ -108,6 +111,7 @@ private:
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// Video
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FDelegateHandle BackBufferDelegateHandle;
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FILE* FFmpegVideoPipe = nullptr;
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bool bFFmpegStarted = false;
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// Audio — accumulated raw PCM data
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TArray<float> AudioBuffer; // interleaved float samples
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1
build-mac.sh
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1
build-mac.sh
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"/Users/Shared/Epic Games/UE_5.6/Engine/Build/BatchFiles/Mac/Build.sh" AudioVideoRecordEditor Mac Development "/Users/johnjayasinghs/projects/axial/AudioVideoRecord/AudioVideoRecord.uproject"
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