Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundEngineModule.cpp
rob gay 3bdc09e2a5 Backout out backed out changelist 18369256 (includes AudioComponent redirect fix)
-----------------------------------------------------------------
MetaSounds Interfaces Checkpoint 2:
- Version up source archetypes to become two interfaces: channel interfaces (mono/stereo) & base source namespace
- Clean-up Interface panel to support namespacing better
- Fix bugs with assuming interfaces are always and the only base namespace members
- Allow namespacing for any arbitrary interface member
- Add lock icon to clarify what interface members cannot be modified individually (i.e. cannot add, remove, or rename them as they are interface members)
- Organize members alphabetically
#jira UE-135000
#rnx
#rb phil.popp
#preflight 61a7d1079c77d610079303ec
#p4v-cherrypick 18344347

#ROBOMERGE-AUTHOR: rob.gay
#ROBOMERGE-SOURCE: CL 18413245 via CL 18413381 via CL 18413401 via CL 18434953 via CL 18437303
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18437360 by rob gay in ue5-release-engine-test branch]
2021-12-10 20:37:31 -05:00

39 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundEngineModule.h"
#include "Metasound.h"
#include "MetasoundDataReference.h"
#include "MetasoundDataTypeRegistrationMacro.h"
#include "MetasoundEngineArchetypes.h"
#include "MetasoundInterface.h"
#include "MetasoundSource.h"
#include "MetasoundUObjectRegistry.h"
#include "MetasoundWave.h"
#include "Modules/ModuleManager.h"
DEFINE_LOG_CATEGORY(LogMetasoundEngine);
REGISTER_METASOUND_DATATYPE(Metasound::FWaveAsset, "WaveAsset", Metasound::ELiteralType::UObjectProxy, USoundWave);
class FMetasoundEngineModule : public IMetasoundEngineModule
{
virtual void StartupModule() override
{
FModuleManager::Get().LoadModuleChecked("MetasoundGraphCore");
FModuleManager::Get().LoadModuleChecked("MetasoundFrontend");
FModuleManager::Get().LoadModuleChecked("MetasoundStandardNodes");
FModuleManager::Get().LoadModuleChecked("MetasoundGenerator");
FModuleManager::Get().LoadModuleChecked("AudioCodecEngine");
// Register interfaces
Metasound::Engine::RegisterInterfaces();
// Flush node registration queue
FMetasoundFrontendRegistryContainer::Get()->RegisterPendingNodes();
UE_LOG(LogMetasoundEngine, Log, TEXT("MetaSound Engine Initialized"));
}
};
IMPLEMENT_MODULE(FMetasoundEngineModule, MetasoundEngine);