AkAudio.Build.cs 3.4 KB

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  1. /*******************************************************************************
  2. The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
  3. Technology released in source code form as part of the game integration package.
  4. The content of this file may not be used without valid licenses to the
  5. AUDIOKINETIC Wwise Technology.
  6. Note that the use of the game engine is subject to the Unreal(R) Engine End User
  7. License Agreement at https://www.unrealengine.com/en-US/eula/unreal
  8. License Usage
  9. Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
  10. this file in accordance with the end user license agreement provided with the
  11. software or, alternatively, in accordance with the terms contained
  12. in a written agreement between you and Audiokinetic Inc.
  13. Copyright (c) 2023 Audiokinetic Inc.
  14. *******************************************************************************/
  15. using UnrealBuildTool;
  16. using System;
  17. using System.IO;
  18. using System.Collections.Generic;
  19. using System.Reflection;
  20. public class AkAudio : ModuleRules
  21. {
  22. public AkAudio(ReadOnlyTargetRules Target) : base(Target)
  23. {
  24. // If packaging as an Engine plugin, the UBT expects to already have a precompiled plugin available
  25. // This can be set to true so long as plugin was already precompiled
  26. bUsePrecompiled = false;
  27. bPrecompile = false;
  28. PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
  29. bAllowConfidentialPlatformDefines = true;
  30. PrivateIncludePathModuleNames.AddRange(
  31. new string[]
  32. {
  33. "Settings",
  34. "UMG",
  35. "TargetPlatform"
  36. }
  37. );
  38. PublicDependencyModuleNames.AddRange(
  39. new string[]
  40. {
  41. "UMG",
  42. #if !UE_5_1_OR_LATER
  43. "APEX",
  44. "PhysX",
  45. #endif
  46. "WwiseConcurrency",
  47. "WwiseResourceLoader",
  48. "WwiseObstructionOcclusion",
  49. "WwiseProcessing",
  50. "WwiseUtils"
  51. }
  52. );
  53. PrivateDependencyModuleNames.AddRange(
  54. new string[]
  55. {
  56. "Core",
  57. "CoreUObject",
  58. "Engine",
  59. "AudioMixer",
  60. "Chaos",
  61. "HeadMountedDisplay",
  62. "InputCore",
  63. "Json",
  64. "MovieScene",
  65. "MovieSceneTracks",
  66. "NetworkReplayStreaming",
  67. "PhysicsCore",
  68. "Projects",
  69. "Slate",
  70. "SlateCore",
  71. "XmlParser",
  72. "WwiseFileHandler",
  73. "WwiseSoundEngine",
  74. "WwiseUtils"
  75. }
  76. );
  77. if (Target.bBuildEditor)
  78. {
  79. PrivateDependencyModuleNames.AddRange(
  80. new string[]
  81. {
  82. "DesktopPlatform",
  83. #if UE_5_0_OR_LATER
  84. "DeveloperToolSettings",
  85. #endif
  86. "EditorStyle",
  87. "GeometryMode",
  88. "RenderCore",
  89. "SettingsEditor",
  90. "SharedSettingsWidgets",
  91. "SourceControl",
  92. "TargetPlatform",
  93. "UnrealEd"
  94. }
  95. );
  96. }
  97. if (Target.bBuildWithEditorOnlyData)
  98. {
  99. PublicDependencyModuleNames.AddRange(
  100. new String[]
  101. {
  102. "WwiseProjectDatabase"
  103. }
  104. );
  105. PrivateDependencyModuleNames.AddRange(
  106. new string[]
  107. {
  108. "WwiseResourceCooker"
  109. }
  110. );
  111. }
  112. if (Target.bCompileAgainstCoreUObject)
  113. {
  114. PublicDependencyModuleNames.AddRange(new string[] {
  115. "WwiseObjectUtils"
  116. });
  117. }
  118. if (Target.bCompileAgainstEngine)
  119. {
  120. PublicDependencyModuleNames.AddRange(new string[] {
  121. "WwiseEngineUtils"
  122. });
  123. }
  124. PrivateIncludePaths.Add("AkAudio/Private");
  125. PrivateIncludePaths.Add("AkAudio/Classes/GTE");
  126. #if UE_5_3_OR_LATER
  127. bLegacyParentIncludePaths = false;
  128. CppStandard = CppStandardVersion.Default;
  129. #endif
  130. }
  131. }