Files
UnrealEngineUWP/Engine/Source/Developer/TargetPlatform/TargetPlatform.Build.cs
dan thompson ab80c69fd3 Bink Audio :: 4/4 :: Integration :: #pf 60aea2116905a6000136901e #pf 60c9308ef7cffb0001674132
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]
2021-06-15 20:30:02 -04:00

108 lines
4.0 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class TargetPlatform : ModuleRules
{
public TargetPlatform(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.Add("Core");
PrivateDependencyModuleNames.Add("SlateCore");
PrivateDependencyModuleNames.Add("Slate");
PrivateDependencyModuleNames.Add("EditorStyle");
PrivateDependencyModuleNames.Add("DeveloperToolSettings");
PrivateDependencyModuleNames.Add("Projects");
PublicDependencyModuleNames.Add("DeveloperSettings");
PublicDependencyModuleNames.Add("AudioPlatformConfiguration");
PublicDependencyModuleNames.Add("DesktopPlatform");
PublicDependencyModuleNames.Add("LauncherPlatform");
// TextureFormat contains public headers that were historically part of TargetPlatform, so it is exposed
// as a public include path on TargetPlatform.
PublicIncludePathModuleNames.Add("TextureFormat");
PublicDependencyModuleNames.Add("TextureFormat");
PrivateIncludePathModuleNames.Add("Engine");
PrivateIncludePathModuleNames.Add("PhysicsCore");
if (Target.bCompileAgainstEngine)
{
PrivateDependencyModuleNames.Add("Engine");
}
DynamicallyLoadedModuleNames.Add("TurnkeySupport");
PrivateIncludePathModuleNames.Add("TurnkeySupport");
// no need for all these modules if the program doesn't want developer tools at all (like UnrealFileServer)
if (!Target.bBuildRequiresCookedData && Target.bBuildDeveloperTools)
{
// these are needed by multiple platform specific target platforms, so we make sure they are built with the base editor
DynamicallyLoadedModuleNames.Add("ShaderPreprocessor");
DynamicallyLoadedModuleNames.Add("ShaderFormatOpenGL");
DynamicallyLoadedModuleNames.Add("ShaderFormatVectorVM");
DynamicallyLoadedModuleNames.Add("ImageWrapper");
if (Target.Platform == UnrealTargetPlatform.Win64)
{
DynamicallyLoadedModuleNames.Add("TextureFormatIntelISPCTexComp");
// these are needed by multiple platform specific target platforms, so we make sure they are built with the base editor
DynamicallyLoadedModuleNames.Add("ShaderFormatD3D");
DynamicallyLoadedModuleNames.Add("TextureFormatDXT");
DynamicallyLoadedModuleNames.Add("TextureFormatUncompressed");
if (Target.bCompileAgainstEngine)
{
DynamicallyLoadedModuleNames.Add("AudioFormatADPCM");
DynamicallyLoadedModuleNames.Add("AudioFormatOgg");
DynamicallyLoadedModuleNames.Add("AudioFormatOpus");
DynamicallyLoadedModuleNames.Add("AudioFormatBink");
}
if (Target.Type == TargetType.Editor || Target.Type == TargetType.Program)
{
DynamicallyLoadedModuleNames.Add("AndroidTargetPlatform");
DynamicallyLoadedModuleNames.Add("IOSTargetPlatform");
DynamicallyLoadedModuleNames.Add("TVOSTargetPlatform");
DynamicallyLoadedModuleNames.Add("MacTargetPlatform");
}
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
DynamicallyLoadedModuleNames.Add("TextureFormatDXT");
DynamicallyLoadedModuleNames.Add("TextureFormatUncompressed");
if (Target.bCompileAgainstEngine)
{
DynamicallyLoadedModuleNames.Add("AudioFormatADPCM");
DynamicallyLoadedModuleNames.Add("AudioFormatOgg");
DynamicallyLoadedModuleNames.Add("AudioFormatOpus");
DynamicallyLoadedModuleNames.Add("AudioFormatBink");
}
}
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Linux))
{
DynamicallyLoadedModuleNames.Add("TextureFormatDXT");
DynamicallyLoadedModuleNames.Add("TextureFormatUncompressed");
if (Target.bCompileAgainstEngine)
{
DynamicallyLoadedModuleNames.Add("AudioFormatADPCM");
DynamicallyLoadedModuleNames.Add("AudioFormatOgg");
DynamicallyLoadedModuleNames.Add("AudioFormatOpus");
DynamicallyLoadedModuleNames.Add("AudioFormatBink");
}
}
}
if (Target.bBuildDeveloperTools == true && Target.bBuildRequiresCookedData && Target.bCompileAgainstEngine && Target.bCompilePhysX)
{
DynamicallyLoadedModuleNames.Add("PhysXCooking");
}
}
}