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Disabling mac support temporarily to resolve a missing dylib on the build machines. [CL 2566990 by Aaron McLeran in Main branch]
57 lines
1.3 KiB
C#
57 lines
1.3 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class UnrealAudio : ModuleRules
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{
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public UnrealAudio(TargetInfo Target)
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{
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PrivateIncludePaths.AddRange(
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new string[] {
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"Runtime/UnrealAudio/Private",
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"Runtime/UnrealAudio/Private/Tests",
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}
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);
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PublicIncludePaths.AddRange(
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new string[] {
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"Runtime/UnrealAudio/Public",
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"CoreUObject",
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}
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);
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// Libsndfile DLL
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string LibSndFilePath = UEBuildConfiguration.UEThirdPartyBinariesDirectory + "libsndfile/";
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if (Target.Platform == UnrealTargetPlatform.Win32)
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{
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LibSndFilePath += "Win32";
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PublicLibraryPaths.Add(LibSndFilePath);
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PublicAdditionalLibraries.Add("libsndfile-1.lib");
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PublicDelayLoadDLLs.Add("libsndfile-1.dll");
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}
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else if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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LibSndFilePath += "Win64";
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PublicLibraryPaths.Add(LibSndFilePath);
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PublicAdditionalLibraries.Add("libsndfile-1.lib");
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PublicDelayLoadDLLs.Add("libsndfile-1.dll");
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}
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// else if (Target.Platform == UnrealTargetPlatform.Mac)
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// {
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// LibSndFilePath += "Mac/libsndfile.1.dylib";
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// PublicAdditionalLibraries.Add(LibSndFilePath);
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// }
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}
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} |