Files
UnrealEngineUWP/Engine/Source/Runtime/UnrealAudio/UnrealAudio.Build.cs
Aaron McLeran 8a82de3cd7 UnrealAudio
Disabling mac support temporarily to resolve a missing dylib on the build machines.

[CL 2566990 by Aaron McLeran in Main branch]
2015-05-27 13:47:23 -04:00

57 lines
1.3 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class UnrealAudio : ModuleRules
{
public UnrealAudio(TargetInfo Target)
{
PrivateIncludePaths.AddRange(
new string[] {
"Runtime/UnrealAudio/Private",
"Runtime/UnrealAudio/Private/Tests",
}
);
PublicIncludePaths.AddRange(
new string[] {
"Runtime/UnrealAudio/Public",
}
);
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"CoreUObject",
}
);
// Libsndfile DLL
string LibSndFilePath = UEBuildConfiguration.UEThirdPartyBinariesDirectory + "libsndfile/";
if (Target.Platform == UnrealTargetPlatform.Win32)
{
LibSndFilePath += "Win32";
PublicLibraryPaths.Add(LibSndFilePath);
PublicAdditionalLibraries.Add("libsndfile-1.lib");
PublicDelayLoadDLLs.Add("libsndfile-1.dll");
}
else if (Target.Platform == UnrealTargetPlatform.Win64)
{
LibSndFilePath += "Win64";
PublicLibraryPaths.Add(LibSndFilePath);
PublicAdditionalLibraries.Add("libsndfile-1.lib");
PublicDelayLoadDLLs.Add("libsndfile-1.dll");
}
// else if (Target.Platform == UnrealTargetPlatform.Mac)
// {
// LibSndFilePath += "Mac/libsndfile.1.dylib";
// PublicAdditionalLibraries.Add(LibSndFilePath);
// }
}
}