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Integration touches several places in the engine: 1) SoundWave -- A check box enables Bink Audio as the codec of choice for that sound wave. 2) Decoder - Each supported platform's AudioMixer now returns BINK if the soundwave requests it. Additionally, the TargetPlatform returns BINK as an available codec, and returns it to the cooking code if the sound wave requests it. 3) Encode - TargetPlatform.Build.cs adds the encoder to the editor dependencies, and it gets picked up in the TPMM formats search. #ROBOMERGE-SOURCE: CL 16682710 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529) [CL 16682731 by dan thompson in ue5-release-engine-test branch]