Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundEngineModule.cpp
phil popp 4a92191e2d Multichannel Metasound Source
- 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]
2020-12-14 15:48:27 -04:00

31 lines
1010 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundEngineModule.h"
#include "Metasound.h"
#include "MetasoundDataReference.h"
#include "MetasoundDataTypeRegistrationMacro.h"
#include "MetasoundSource.h"
#include "MetasoundUObjectRegistry.h"
#include "MetasoundWave.h"
#include "Modules/ModuleManager.h"
DEFINE_LOG_CATEGORY(LogMetasoundEngine);
REGISTER_METASOUND_DATATYPE(Metasound::FWaveAsset, "Primitive:WaveAsset", Metasound::ELiteralArgType::UObjectProxy, USoundWave);
class FMetasoundEngineModule : public IMetasoundEngineModule
{
virtual void StartupModule() override
{
// If there is no archetype name, use UMetasound
Metasound::IMetasoundUObjectRegistry::RegisterUClassArchetype<UMetasound>(TEXT(""));
// Register preferred archetypes
Metasound::IMetasoundUObjectRegistry::RegisterUClassPreferredArchetypes<UMetasoundSource>();
UE_LOG(LogMetasoundEngine, Log, TEXT("Metasound Engine Initialized"));
}
};
IMPLEMENT_MODULE(FMetasoundEngineModule, MetasoundEngine);