Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundFrontend/MetasoundFrontend.Build.cs
Ethan Geller a03703a060 #jira UEAU-471
1) The node registry and METASOUND_REGISTER_NODE(FMyNodeType)
2) The datatype registry and REGISTER_METASOUND_DATATYPE(FMyDataType) (which I have to rename to METASOUND_REGISTER_DATATYPE)
3) Integration of literals, which are handled with FDataTypeLiteralParam and serialized out with FMetasoundLiteralDescription , and can be expanded to pass in a UObject*/TArray<UObject*> in the future
4) And finally, the full construction of an arbitrary graph to build operators out of in Metasound::Frontend::FGraphHandle::BuildOperator, which needs a sample rate/frame count per callback to work.

#rb rob.gay, phil.popp

[CL 13891250 by Ethan Geller in ue5-main branch]
2020-07-20 00:05:22 -04:00

32 lines
621 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
namespace UnrealBuildTool.Rules
{
public class MetasoundFrontend : ModuleRules
{
public MetasoundFrontend(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"SignalProcessing"
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"MetasoundGraphCore",
"CoreUObject",
"Serialization"
}
);
PublicDefinitions.Add("WITH_METASOUND_FRONTEND=1");
}
}
}