Files
UnrealEngine/Engine/Source/Runtime/BinkAudioDecoder/SDK/BinkAudio/HowToBuild.txt
2025-05-18 13:04:45 +08:00

36 lines
1000 B
Plaintext

Bink Audio Decoder/Encoder Build Instructions
First, the necessary source files to pass to the compiler:
Encoder
binkace.c
popmal.c
varbits.c
binka_ue_encode.cpp
radfft.cpp
ranged_log.cpp
Decoder
binkacd.cpp
binka_ue_decode.cpp
radfft.cpp
If a PC platform:
x86_cpu.c
The other source files are support for the test app.
Be sure to define __RADINSTATICLIB__ on the compiler line: -D__RADINSTATICLIB__
unless compiling a shared library, than use -D__RADINDLL__
The decoder needs -DWRAP_PUBLICS=UEBA in order to keep external symbols that
might be shared with other RAD code to be unique and avoid linker issues.
If a modern x86 console with AVX support, then -D__RADCONSOLE__
If it's an NDA platform then add -D__RAD_NDA_PLATFORM__=<platform>, where
<platform> is the NDA platform label. The best way to find this is to look
in the Engine\Platforms\<>\Source\ThirdParty\BinkAudio\Src directory
and get the relevant part from the header filenames.