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#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]
36 lines
1.1 KiB
C++
36 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MetasoundEngineModule.h"
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#include "Metasound.h"
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#include "MetasoundDataReference.h"
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#include "MetasoundDataTypeRegistrationMacro.h"
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#include "MetasoundSource.h"
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#include "MetasoundUObjectRegistry.h"
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#include "MetasoundWave.h"
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#include "Modules/ModuleManager.h"
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DEFINE_LOG_CATEGORY(LogMetasoundEngine);
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REGISTER_METASOUND_DATATYPE(Metasound::FWaveAsset, "WaveAsset", Metasound::ELiteralType::UObjectProxy, USoundWave);
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class FMetasoundEngineModule : public IMetasoundEngineModule
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{
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virtual void StartupModule() override
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{
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// If there is no archetype name, use UMetaSound
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Metasound::IMetasoundUObjectRegistry::RegisterUClassArchetype<UMetaSound>(TEXT(""));
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// Register preferred archetypes
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Metasound::IMetasoundUObjectRegistry::RegisterUClassPreferredArchetypes<UMetaSoundSource>();
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// flush node regsitration queue
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FMetasoundFrontendRegistryContainer::Get()->RegisterPendingNodes();
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FModuleManager::Get().LoadModuleChecked(TEXT("AudioCodecEngine"));
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UE_LOG(LogMetasoundEngine, Log, TEXT("Metasound Engine Initialized"));
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}
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};
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IMPLEMENT_MODULE(FMetasoundEngineModule, MetasoundEngine);
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