Files
UnrealEngine/Engine/Source/ThirdParty/SoundTouchZ/SoundTouchZ.Build.cs
2025-05-18 13:04:45 +08:00

73 lines
2.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System;
using System.IO;
public class SoundTouchZ : ModuleRules
{
protected virtual bool bPlatformSupportsSoundTouchZ
{
get
{
return Target.Platform.IsInGroup(UnrealPlatformGroup.Windows) ||
Target.IsInPlatformGroup(UnrealPlatformGroup.Unix) ||
Target.Platform == UnrealTargetPlatform.Mac ||
// we only have arm64 libs, so we can't enable it when building for x86 or x86+arm64, since there's only one #define possible
(Target.Platform == UnrealTargetPlatform.Android && !Target.Architectures.bIsMultiArch && Target.Architecture == UnrealArch.Arm64) ||
Target.Platform == UnrealTargetPlatform.IOS;
}
}
protected virtual string LibraryRootDir
{
get
{
return ModuleDirectory;
}
}
protected virtual string IncludeDir
{
get
{
return Path.Combine(ModuleDirectory, "include");
}
}
public SoundTouchZ(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
PublicDefinitions.Add(String.Format("WITH_SOUNDTOUCHZ={0}", bPlatformSupportsSoundTouchZ ? 1 : 0));
PublicSystemIncludePaths.Add(IncludeDir);
if (bPlatformSupportsSoundTouchZ)
{
if (Target.Platform == UnrealTargetPlatform.Android)
{
PublicAdditionalLibraries.Add(Path.Combine(LibraryRootDir, "lib", "Android", "arm64-v8a", "libSoundTouchZ-Android-Shipping.a"));
}
else if (Target.Platform == UnrealTargetPlatform.IOS)
{
PublicAdditionalLibraries.Add(Path.Combine(LibraryRootDir, "lib", "IOS", "libSoundTouchZ-IOS-Shipping.a"));
}
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Windows))
{
string PlatformSubdir = Target.Architecture == UnrealArch.Arm64 ? "Win64/arm64" : "Win64";
PublicAdditionalLibraries.Add(Path.Combine(LibraryRootDir, "lib", PlatformSubdir, "Release", "SoundTouchZ.lib"));
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicAdditionalLibraries.Add(Path.Combine(LibraryRootDir, "lib", "Mac", "libSoundTouchZ.a"));
}
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
{
PublicAdditionalLibraries.Add(Path.Combine(LibraryRootDir, "lib", "Linux", Target.Architecture.LinuxName, "libSoundTouchZ.a"));
}
}
}
}