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