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- /*******************************************************************************
- The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
- Technology released in source code form as part of the game integration package.
- The content of this file may not be used without valid licenses to the
- AUDIOKINETIC Wwise Technology.
- Note that the use of the game engine is subject to the Unreal(R) Engine End User
- License Agreement at https://www.unrealengine.com/en-US/eula/unreal
-
- License Usage
-
- Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
- this file in accordance with the end user license agreement provided with the
- software or, alternatively, in accordance with the terms contained
- in a written agreement between you and Audiokinetic Inc.
- Copyright (c) 2023 Audiokinetic Inc.
- *******************************************************************************/
- using UnrealBuildTool;
- public class WwiseObstructionOcclusion : ModuleRules
- {
- public WwiseObstructionOcclusion(ReadOnlyTargetRules Target) : base(Target)
- {
- PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
-
- PublicDependencyModuleNames.AddRange(new string[] {
- "Core",
- "CoreUObject",
- "Engine",
- "WwiseUtils"
- });
- if (Target.bCompileAgainstCoreUObject)
- {
- PublicDependencyModuleNames.AddRange(new string[] {
- "WwiseObjectUtils"
- });
- }
-
- if (Target.bCompileAgainstEngine)
- {
- PublicDependencyModuleNames.AddRange(new string[] {
- "WwiseEngineUtils"
- });
- }
- PrivateDependencyModuleNames.AddRange(new string[] {
- "WwiseSoundEngine"
- });
- }
- }
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