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- Moving Frontend UObject registration logic to FMetasoundUObjectRegistry - Allow FMetasoundAssetBase to support multiple FMetasoundArchetypes - Adding graph synchronization between UEdGraph and FMetasoundDocument - Added TAssetPtr<> for tracking validity of objects that cannot be wrapped in a smart pointer. - Added support for mono and stereo to UMetasoundSource - Added tools for comparing FMetasoundARchetypes. - Added LogMetasound #rb Max.Hayes #jira UEAU-487 [CL 14919511 by phil popp in ue5-main branch]
31 lines
1010 B
C++
31 lines
1010 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MetasoundEngineModule.h"
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#include "Metasound.h"
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#include "MetasoundDataReference.h"
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#include "MetasoundDataTypeRegistrationMacro.h"
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#include "MetasoundSource.h"
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#include "MetasoundUObjectRegistry.h"
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#include "MetasoundWave.h"
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#include "Modules/ModuleManager.h"
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DEFINE_LOG_CATEGORY(LogMetasoundEngine);
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REGISTER_METASOUND_DATATYPE(Metasound::FWaveAsset, "Primitive:WaveAsset", Metasound::ELiteralArgType::UObjectProxy, USoundWave);
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class FMetasoundEngineModule : public IMetasoundEngineModule
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{
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virtual void StartupModule() override
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{
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// If there is no archetype name, use UMetasound
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Metasound::IMetasoundUObjectRegistry::RegisterUClassArchetype<UMetasound>(TEXT(""));
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// Register preferred archetypes
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Metasound::IMetasoundUObjectRegistry::RegisterUClassPreferredArchetypes<UMetasoundSource>();
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UE_LOG(LogMetasoundEngine, Log, TEXT("Metasound Engine Initialized"));
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}
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};
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IMPLEMENT_MODULE(FMetasoundEngineModule, MetasoundEngine);
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