Files
UnrealEngineUWP/Engine/Plugins/Runtime/AudioModulation/Source/AudioModulationEditor/AudioModulationEditor.build.cs
Rob Gay e894af4d0c Checkpoint - WaveTable Integration w/Modulation & MetaSounds
- Removed duplicate implementation of ModPatch editor stuff now that WT Plugin covers it
- Add UWaveTableBank asset & WaveTable MetaSound DataType
- Add Full Sin as curve type
- Fix-up ability to make WaveTable assets bipolar but leave Modulation Patches unipolar
- Inherit ModulationTransform from new WaveTableTransform for extensibility to WT implementation
- Move ModulationCurve --> WaveTableCurve
- FastSin to Sin implementation in now WaveTableCurve (no reason to use fast implementation when using WT or interpolating curve key implementation at block rate)
#rb helen.yang
#jira UE-156634
#jira UE-156635
#jira UE-156874
#preflight 62b9cf61de2c0f4cf8774a9a

[CL 20832273 by Rob Gay in ue5-main branch]
2022-06-27 12:00:38 -04:00

61 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AudioModulationEditor : ModuleRules
{
// Set this to false & disable MetaSound plugin dependency
// by setting MetaSound's field '"Enabled": false' in the
// AudioModulation.uplugin if running Modulation without
// MetaSound support.
public static bool bIncludeMetaSoundSupport = true;
public AudioModulationEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"EditorFramework",
"GameProjectGeneration",
"UnrealEd",
"PropertyEditor",
"SequenceRecorder",
"Slate",
"SlateCore",
"InputCore",
"AudioEditor",
"AudioExtensions",
"AudioModulation",
"CurveEditor",
"EditorWidgets",
"ToolWidgets",
"WaveTable",
"WaveTableEditor"
}
);
PrivateIncludePaths.AddRange(
new string[]
{
"AudioModulationEditor/Private",
"AudioModulation/Private"
}
);
if (bIncludeMetaSoundSupport)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"MetasoundGraphCore",
"MetasoundFrontend",
"MetasoundEditor"
}
);
}
}
}