Files
UnrealEngineUWP/Engine/Source/Developer/AudioFormatBink/AudioFormatBink.Build.cs
will damon cd43d1bb9a Rebuild bink audio SDK libraries as universal binaries for macOS
- on macOS Catalina 10.15.7
- with Xcode 12.4
- as universal binaries with arm64 and x86_64 slices

- Add BuildForMac.command script
- Add CMakeLists.txt

#rb jeff.roberts, dan.thompson
#jira UE-145175
#rnx
#preflight 624efca5f94f766ffaad8ef3

[CL 19671743 by will damon in ue5-main branch]
2022-04-07 12:43:30 -04:00

33 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class AudioFormatBink : ModuleRules
{
public AudioFormatBink(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"Engine"
}
);
PublicSystemIncludePaths.Add(Path.Combine(ModuleDirectory, "..", "..", "Runtime", "BinkAudioDecoder", "SDK", "BinkAudio", "Include"));
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "..", "..", "Runtime", "BinkAudioDecoder", "SDK", "BinkAudio", "Lib", "binka_ue_encode_win64_static.lib"));
}
if (Target.Platform == UnrealTargetPlatform.Linux)
{
PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "..", "..", "Runtime", "BinkAudioDecoder", "SDK", "BinkAudio", "Lib", "libbinka_ue_encode_lnx64_static.a"));
}
if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "..", "..", "Runtime", "BinkAudioDecoder", "SDK", "BinkAudio", "Lib", "libbinka_ue_encode_osx_static.a"));
}
}
}