Files
UnrealEngineUWP/Engine/Source/Developer/AudioFormatBink/AudioFormatBink.Build.cs
Dan Thompson 47b4614e9b Moving Bink Audio SDK out of ThirdParty #pf 60c96e1ff7cffb00017213ef
[CL 16684298 by Dan Thompson in ue5-main branch]
2021-06-16 00:35:07 -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_osx64_static.a"));
}
}
}