Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundEngineModule.cpp
rob gay adb961b654 Rename Metasound to MetaSound (PascalCase) in all places in UX. (Code-side to be cleaned up post EA)
#rb trivial
#jira nojira
#preflight 6066ab3dc5a3a100016fc8a0

#ROBOMERGE-SOURCE: CL 15899490 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15899491 by rob gay in ue5-main branch]
2021-04-02 02:09:50 -04:00

36 lines
1.1 KiB
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, "WaveAsset", Metasound::ELiteralType::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>();
// flush node regsitration queue
FMetasoundFrontendRegistryContainer::Get()->RegisterPendingNodes();
FModuleManager::Get().LoadModuleChecked(TEXT("AudioCodecEngine"));
UE_LOG(LogMetasoundEngine, Log, TEXT("Metasound Engine Initialized"));
}
};
IMPLEMENT_MODULE(FMetasoundEngineModule, MetasoundEngine);