Files
UnrealEngineUWP/Engine/Source/Editor/AudioEditor/AudioEditor.Build.cs
Josh Adams b0e4357576 - UBT Code changes to remove 32-bit Windows support (C++ code for 32-bit still exists)
#rb marc.audy (concept, not each file)

[CL 15265424 by Josh Adams in ue5-main branch]
2021-01-31 15:09:58 -04:00

100 lines
1.9 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AudioEditor : ModuleRules
{
public AudioEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePaths.AddRange
(
new string[]
{
"Editor/AudioEditor/Private",
"Editor/AudioEditor/Private/Factories",
"Editor/AudioEditor/Private/AssetTypeActions"
}
);
PrivateDependencyModuleNames.AddRange
(
new string[]
{
"AudioMixer",
"EditorSubsystem",
"GameProjectGeneration",
"ToolMenus",
"UMG",
"DeveloperSettings",
"UMGEditor",
"AudioExtensions"
}
);
PublicDependencyModuleNames.AddRange
(
new string[]
{
"Core",
"CoreUObject",
"ApplicationCore",
"AudioMixer",
"SignalProcessing",
"InputCore",
"Engine",
"EditorFramework",
"UnrealEd",
"Slate",
"SlateCore",
"EditorStyle",
"RenderCore",
"LevelEditor",
"Landscape",
"PropertyEditor",
"DetailCustomizations",
"ClassViewer",
"GraphEditor",
"ContentBrowser",
}
);
PrivateIncludePathModuleNames.AddRange
(
new string[]
{
"AssetTools"
}
);
// Circular references that need to be cleaned up
CircularlyReferencedDependentModules.AddRange
(
new string[]
{
"DetailCustomizations",
}
);
if (Target.IsInPlatformGroup(UnrealPlatformGroup.Windows))
{
string PlatformName = "Win64";
string LibSndFilePath = Target.UEThirdPartyBinariesDirectory + "libsndfile/";
LibSndFilePath += PlatformName;
PublicAdditionalLibraries.Add(LibSndFilePath + "/libsndfile-1.lib");
PublicDelayLoadDLLs.Add("libsndfile-1.dll");
PublicIncludePathModuleNames.Add("UELibSampleRate");
RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/libsndfile/" + PlatformName + "/libsndfile-1.dll");
PublicDefinitions.Add("WITH_SNDFILE_IO=1");
}
else
{
PublicDefinitions.Add("WITH_SNDFILE_IO=0");
}
}
}