Files
UnrealEngine/Engine/Source/Runtime/AudioExtensions/Private/AudioExtensionsModule.cpp
2025-05-18 13:04:45 +08:00

44 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Modules/ModuleManager.h"
#include "AudioExtensionsLog.h"
#include "AudioExtentionsModule.h"
#include "HAL/LowLevelMemStats.h"
#include "IAudioExtensionPlugin.h"
#include "Algo/ForEach.h"
#include "Misc/DataDrivenPlatformInfoRegistry.h"
DECLARE_LLM_MEMORY_STAT(TEXT("AudioSpatializationPlugins"), STAT_AudioSpatializationPluginsLLM, STATGROUP_LLMFULL);
LLM_DEFINE_TAG(Audio_SpatializationPlugins, NAME_None, TEXT("Audio"), GET_STATFNAME(STAT_AudioSpatializationPluginsLLM), GET_STATFNAME(STAT_AudioSummaryLLM));
DEFINE_LOG_CATEGORY(LogAudioExtensions)
FAudioExtensionsModule* FAudioExtensionsModule::Get()
{
// This a fast check if loaded and will load the module if not.
return FModuleManager::Get().LoadModulePtr<FAudioExtensionsModule>(TEXT("AudioExtensions"));
}
void FAudioExtensionsModule::StartupModule()
{
// Load Platform specific Audio feature modules.
TArray<FName> Platforms = FDataDrivenPlatformInfoRegistry::GetSortedPlatformNames(EPlatformInfoType::TruePlatformsOnly);
Algo::ForEach(Platforms,[](const FName InName)
{
// Load any modules that are named <PlatformName>AudioFeatures, which will load hidden platforms.
// This equivalent, but slightly safer that using the wildcard "*AudioFeatures" but without the risk
// of accidentally bringing in user modules.
const FString PlatformModuleName = InName.ToString() + TEXT("AudioFeatures");
// Most of these calls will fail, but will do so quickly as the module manager already knows about all
// possible modules, so this is a quick lookup.
FModuleManager::Get().LoadModule(*PlatformModuleName);
});
FModuleManager::Get().LoadModuleChecked(TEXT("SignalProcessing"));
FModuleManager::Get().LoadModuleChecked(TEXT("AudioMixerCore"));
}
IMPLEMENT_MODULE(FAudioExtensionsModule, AudioExtensions);