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#rb Rob.Gay #ROBOMERGE-SOURCE: CL 16766481 via CL 16766487 #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529) [CL 16766497 by phil popp in ue5-release-engine-test branch]
42 lines
1.4 KiB
C++
42 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MetasoundEngineModule.h"
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#include "Metasound.h"
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#include "MetasoundDataReference.h"
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#include "MetasoundDataTypeRegistrationMacro.h"
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#include "MetasoundEngineArchetypes.h"
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#include "MetasoundSource.h"
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#include "MetasoundUObjectRegistry.h"
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#include "MetasoundWave.h"
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#include "Modules/ModuleManager.h"
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DEFINE_LOG_CATEGORY(LogMetasoundEngine);
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REGISTER_METASOUND_DATATYPE(Metasound::FWaveAsset, "WaveAsset", Metasound::ELiteralType::UObjectProxy, USoundWave);
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class FMetasoundEngineModule : public IMetasoundEngineModule
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{
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virtual void StartupModule() override
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{
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FModuleManager::Get().LoadModuleChecked("MetasoundFrontend");
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FModuleManager::Get().LoadModuleChecked("AudioCodecEngine");
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Metasound::Engine::RegisterArchetypes();
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// If there is no archetype name, use UMetaSound
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FMetasoundFrontendVersion DefaultVersion;
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Metasound::IMetasoundUObjectRegistry::RegisterUClassArchetype<UMetaSound>(DefaultVersion);
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// Register preferred archetypes
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Metasound::IMetasoundUObjectRegistry::RegisterUClassPreferredArchetypes<UMetaSound>();
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Metasound::IMetasoundUObjectRegistry::RegisterUClassPreferredArchetypes<UMetaSoundSource>();
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// flush node registration queue
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FMetasoundFrontendRegistryContainer::Get()->RegisterPendingNodes();
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UE_LOG(LogMetasoundEngine, Log, TEXT("Metasound Engine Initialized"));
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}
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};
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IMPLEMENT_MODULE(FMetasoundEngineModule, MetasoundEngine);
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