// Copyright Epic Games, Inc. All Rights Reserved. #include "MetasoundEngineModule.h" #include "Metasound.h" #include "MetasoundDataReference.h" #include "MetasoundDataTypeRegistrationMacro.h" #include "MetasoundSource.h" #include "MetasoundUObjectRegistry.h" #include "MetasoundWave.h" #include "Modules/ModuleManager.h" DEFINE_LOG_CATEGORY(LogMetasoundEngine); REGISTER_METASOUND_DATATYPE(Metasound::FWaveAsset, "WaveAsset", Metasound::ELiteralType::UObjectProxy, USoundWave); class FMetasoundEngineModule : public IMetasoundEngineModule { virtual void StartupModule() override { // If there is no archetype name, use UMetasound Metasound::IMetasoundUObjectRegistry::RegisterUClassArchetype(TEXT("")); // Register preferred archetypes Metasound::IMetasoundUObjectRegistry::RegisterUClassPreferredArchetypes(); FModuleManager::Get().LoadModuleChecked(TEXT("AudioCodecEngine")); UE_LOG(LogMetasoundEngine, Log, TEXT("Metasound Engine Initialized")); } }; IMPLEMENT_MODULE(FMetasoundEngineModule, MetasoundEngine);