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WaveTable memory reduction, better format support, player node - Add support for 16bit assets & perform runtime BDC where necessary - Add support for FixedSampleRate vs resolution - Cache off and reuse single proxy - Move entry data to table data in non-editor builds (instead of copying) #rb helen.yang #rb miles.flanagan #rb phil.popp #jira UE-181355 [FYI] sondra.moyls #preflight 646bdac6656436839e30b8e1 [CL 25592219 by rob gay in ue5-main branch]
36 lines
646 B
C#
36 lines
646 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class WaveTableEditor : ModuleRules
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{
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public WaveTableEditor(ReadOnlyTargetRules Target) : base(Target)
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{
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"AssetTools",
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"SlateCore",
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});
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"AudioEditor",
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"AudioExtensions",
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"Core",
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"CoreUObject",
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"CurveEditor",
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"Engine",
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"EditorFramework",
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"EditorWidgets",
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"GameProjectGeneration",
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"InputCore",
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"PropertyEditor",
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"SequenceRecorder",
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"Slate",
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"ToolWidgets",
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"UnrealEd",
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"WaveTable",
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});
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}
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}
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