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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AudioMixerXAudio2 : ModuleRules
{
public AudioMixerXAudio2(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.Add("TargetPlatform");
if (Target.bCompileAgainstEngine)
{
// Engine module is required for CompressedAudioInfo implementations.
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Engine",
"BinkAudioDecoder"
}
);
AddEngineThirdPartyPrivateStaticDependencies(Target,
"UEOgg",
"Vorbis",
"VorbisFile"
);
}
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"AudioMixer",
"AudioMixerCore"
}
);
PrecompileForTargets = PrecompileTargetsType.None;
AddEngineThirdPartyPrivateStaticDependencies(Target,
"DX11Audio",
"XAudio2_9"
);
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PrecompileForTargets = PrecompileTargetsType.Any;
}
}
}
This code is a build script for an Unreal Engine module named `AudioMixerXAudio2`. It uses UnrealBuildTool (UBT) which is part of the Unreal Engine build system to define the dependencies and compile rules for the module. Below is a detailed analysis of the code:
### Components of the Code
1. **Namespaces and Class Declaration**
```csharp
using UnrealBuildTool;
public class AudioMixerXAudio2 : ModuleRules
{
public AudioMixerXAudio2(ReadOnlyTargetRules Target) : base(Target)
{
```
- The script begins by importing the `UnrealBuildTool` namespace.
- The `AudioMixerXAudio2` class inherits from `ModuleRules`, which is a standard method of defining build rules in Unreal Engine.
- The constructor takes `ReadOnlyTargetRules Target` as an argument, which represents the target build configuration.
2. **Private Include Path Module Names**
```csharp
PrivateIncludePathModuleNames.Add("TargetPlatform");
```
- `PrivateIncludePathModuleNames` specifies other modules that this module needs for include paths but are not necessarily dependent on.
3. **Conditional Dependencies**
```csharp
if (Target.bCompileAgainstEngine)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Engine",
"BinkAudioDecoder"
}
);
AddEngineThirdPartyPrivateStaticDependencies(Target,
"UEOgg",
"Vorbis",
"VorbisFile"
);
}
```
- This section checks if the target should compile against the engine, and if so, adds dependencies such as "Engine" and "BinkAudioDecoder".
- It also adds third-party static dependencies: "UEOgg", "Vorbis", and "VorbisFile" which are likely audio codecs or related libraries.
4. **General Dependencies**
```csharp
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"AudioMixer",
"AudioMixerCore"
}
);
```
- Adds general dependencies that are always needed regardless of whether the engine is being compiled against. These include core modules and audio handling modules.
5. **Precompile and Platform-Specific Dependencies**
```csharp
PrecompileForTargets = PrecompileTargetsType.None;
AddEngineThirdPartyPrivateStaticDependencies(Target,
"DX11Audio",
"XAudio2_9"
);
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PrecompileForTargets = PrecompileTargetsType.Any;
}
```
- Sets the `PrecompileForTargets` to `PrecompileTargetsType.None`, indicating no precompilation by default.
- Adds third-party dependencies specific to DirectX 11 Audio and XAudio2.9.
- If the target platform is Win64, changes the precompilation setting to `PrecompileTargetsType.Any`, allowing for broader precompilation.
### Summary
- **Dependencies:** The module depends on core Unreal Engine modules (`Core`, `CoreUObject`, `Engine`, etc.) and additional audio-related modules and third-party libraries.
- **Conditional Compilation:** Some dependencies are conditionally included based on whether the engine will be compiled.
- **Platform-Specific Logic:** It accounts for the platform target (specifically Win64) to adjust precompilation settings accordingly.
This build script is well-structured to ensure that `AudioMixerXAudio2` has all the necessary components for different build configurations and platforms, focusing primarily on audio processing functionalities within Unreal Engine.
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