Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/MetasoundEngine.Build.cs
Rob Gay e894af4d0c Checkpoint - WaveTable Integration w/Modulation & MetaSounds
- Removed duplicate implementation of ModPatch editor stuff now that WT Plugin covers it
- Add UWaveTableBank asset & WaveTable MetaSound DataType
- Add Full Sin as curve type
- Fix-up ability to make WaveTable assets bipolar but leave Modulation Patches unipolar
- Inherit ModulationTransform from new WaveTableTransform for extensibility to WT implementation
- Move ModulationCurve --> WaveTableCurve
- FastSin to Sin implementation in now WaveTableCurve (no reason to use fast implementation when using WT or interpolating curve key implementation at block rate)
#rb helen.yang
#jira UE-156634
#jira UE-156635
#jira UE-156874
#preflight 62b9cf61de2c0f4cf8774a9a

[CL 20832273 by Rob Gay in ue5-main branch]
2022-06-27 12:00:38 -04:00

45 lines
817 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
namespace UnrealBuildTool.Rules
{
public class MetasoundEngine : ModuleRules
{
public MetasoundEngine(ReadOnlyTargetRules Target) : base(Target)
{
OptimizeCode = CodeOptimization.Never;
PrivateDependencyModuleNames.AddRange
(
new string[]
{
"Core",
"AudioExtensions",
"AudioCodecEngine",
"MetasoundGraphCore",
"MetasoundGenerator",
"SignalProcessing"
}
);
PublicDependencyModuleNames.AddRange
(
new string[]
{
"CoreUObject",
"DeveloperSettings",
"Engine",
"MetasoundFrontend",
"MetasoundStandardNodes",
"AudioCodecEngine",
"Serialization",
"AudioPlatformConfiguration",
"WaveTable"
}
);
}
}
}