Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundEngineModule.cpp
rob gay cff304e9da Interface Registry Tidying
1.) Move Bindings to own registry
2.) Nuke source files & left over cruft relating to archetypes
3.) Move deprecated interface registration next to respective interfaces for clarity
4.) Rename "FMetasoundFrontendInterfaceBindingConnections" to "FMetasoundFrontendInterfaceVertexBindings"
#rb phil.popp
#preflight 640f6852d778f889752a5bd1

[CL 24622079 by rob gay in ue5-main branch]
2023-03-13 17:23:05 -04:00

69 lines
2.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundEngineModule.h"
#include "Analysis/MetasoundFrontendAnalyzerRegistry.h"
#include "Interfaces/MetasoundDeprecatedInterfaces.h"
#include "Interfaces/MetasoundInterface.h"
#include "Interfaces/MetasoundInterfaceBindingsPrivate.h"
#include "Metasound.h"
#include "MetasoundDataReference.h"
#include "MetasoundDataTypeRegistrationMacro.h"
#include "MetasoundFrontendDataTypeTraits.h"
#include "MetasoundSource.h"
#include "MetasoundTrace.h"
#include "MetasoundUObjectRegistry.h"
#include "MetasoundWave.h"
#include "MetasoundWaveTable.h"
#include "MetasoundAudioBus.h"
#include "Modules/ModuleManager.h"
#include "Sound/AudioSettings.h"
DEFINE_LOG_CATEGORY(LogMetasoundEngine);
REGISTER_METASOUND_DATATYPE(Metasound::FAudioBusAsset, "AudioBusAsset", Metasound::ELiteralType::UObjectProxy, UAudioBus);
REGISTER_METASOUND_DATATYPE(Metasound::FWaveAsset, "WaveAsset", Metasound::ELiteralType::UObjectProxy, USoundWave);
REGISTER_METASOUND_DATATYPE(WaveTable::FWaveTable, "WaveTable", Metasound::ELiteralType::FloatArray)
REGISTER_METASOUND_DATATYPE(Metasound::FWaveTableBankAsset, "WaveTableBankAsset", Metasound::ELiteralType::UObjectProxy, UWaveTableBank);
class FMetasoundEngineModule : public IMetasoundEngineModule
{
virtual void StartupModule() override
{
using namespace Metasound;
using namespace Metasound::Engine;
METASOUND_LLM_SCOPE;
FModuleManager::Get().LoadModuleChecked("MetasoundGraphCore");
FModuleManager::Get().LoadModuleChecked("MetasoundFrontend");
FModuleManager::Get().LoadModuleChecked("MetasoundStandardNodes");
FModuleManager::Get().LoadModuleChecked("MetasoundGenerator");
FModuleManager::Get().LoadModuleChecked("AudioCodecEngine");
FModuleManager::Get().LoadModuleChecked("WaveTable");
// Register engine-level parameter interfaces if not done already.
// (Potentially not already called if plugin is loaded while cooking.)
UAudioSettings* AudioSettings = GetMutableDefault<UAudioSettings>();
check(AudioSettings);
AudioSettings->RegisterParameterInterfaces();
IMetasoundUObjectRegistry::Get().RegisterUClass(MakeUnique<TMetasoundUObjectRegistryEntry<UMetaSoundPatch>>());
IMetasoundUObjectRegistry::Get().RegisterUClass(MakeUnique<TMetasoundUObjectRegistryEntry<UMetaSoundSource>>());
Engine::RegisterDeprecatedInterfaces();
Engine::RegisterInterfaces();
Engine::RegisterInternalInterfaceBindings();
// Flush node registration queue
FMetasoundFrontendRegistryContainer::Get()->RegisterPendingNodes();
// Register Analyzers
Metasound::Frontend::IVertexAnalyzerRegistry::Get().RegisterAnalyzerFactories();
UE_LOG(LogMetasoundEngine, Log, TEXT("MetaSound Engine Initialized"));
}
};
IMPLEMENT_MODULE(FMetasoundEngineModule, MetasoundEngine);