Files
UnrealEngineUWP/Engine/Source/Runtime/Windows/XAudio2/XAudio2.Build.cs
bob tellez c6ed8f5832 Back out changelist 12680734. Dependent change for another change that was backed out
[FYI] Jimmy.Smith

#ROBOMERGE-SOURCE: CL 12687512 via CL 12687514 via CL 12687517
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)

[CL 12687521 by bob tellez in Main branch]
2020-04-09 02:31:08 -04:00

48 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class XAudio2 : ModuleRules
{
public XAudio2(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.Add("TargetPlatform");
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"AudioMixerCore" // for AudioPlatformSettings::GetPlatformSettings() in AudioMixerTypes.h.
}
);
if (Target.Platform == UnrealTargetPlatform.Win64 ||
Target.Platform == UnrealTargetPlatform.Win32 ||
Target.Platform == UnrealTargetPlatform.HoloLens)
{
// VS2015 updated some of the CRT definitions but not all of the Windows SDK has been updated to match.
// Microsoft provides this shim library to enable building with VS2015 until they fix everything up.
//@todo: remove when no longer neeeded (no other code changes should be necessary).
if (Target.WindowsPlatform.bNeedsLegacyStdioDefinitionsLib)
{
PublicSystemLibraries.Add("legacy_stdio_definitions.lib");
}
}
else if (Target.Platform == UnrealTargetPlatform.XboxOne)
{
PrivateDependencyModuleNames.Add("XMA2");
}
AddEngineThirdPartyPrivateStaticDependencies(Target,
"DX11Audio",
"UEOgg",
"Vorbis",
"VorbisFile"
);
PublicDefinitions.Add("WITH_OGGVORBIS=1");
}
}