Files
UnrealEngineUWP/Engine/Source/Developer/AudioFormatBink/AudioFormatBink.Build.cs
josh adams c729c85aa3 - .Build.cs and build scripts for WinArm64.
- Removing more plugins so QAGame runs (except for XAudio which is complicated enough to be in a separate CL)

#rb fabian.giesen

[CL 35866817 by josh adams in ue5-main branch]
2024-08-28 10:37:07 -04:00

40 lines
1.0 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"
}
);
string SdkDir = Path.Combine(ModuleDirectory, "..", "..", "Runtime", "BinkAudioDecoder", "SDK", "BinkAudio");
string LibName = null;
if (Target.Platform == UnrealTargetPlatform.Win64)
{
LibName = (Target.Architecture == UnrealArch.Arm64) ? "binka_ue_encode_winarm64_static.lib" : "binka_ue_encode_win64_static.lib";
}
if (Target.Platform == UnrealTargetPlatform.Linux)
{
LibName = "libbinka_ue_encode_lnx64_static.a";
}
if (Target.Platform == UnrealTargetPlatform.Mac)
{
LibName = "libbinka_ue_encode_osx_static.a";
}
PublicSystemIncludePaths.Add(Path.Combine(SdkDir, "Include"));
if (LibName != null)
{
PublicAdditionalLibraries.Add(Path.Combine(SdkDir, "Lib", LibName));
}
}
}