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https://github.com/storytold/RuntimeAudioImporter.git
synced 2026-10-09 00:09:48 +00:00
Change with the including of libraries and copyright
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@@ -4,21 +4,37 @@
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"VersionName": "1.0",
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"FriendlyName": "RuntimeAudioImporter",
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"Description": "Runtime Audio Importer plugin for Unreal Engine 4. Supports mp3, wav and flac formats.",
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"Category": "Audio",
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"Category": "Code Plugins",
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"CreatedBy": "Respirant",
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"CreatedByURL": "https://github.com/Respirant/RuntimeAudioImporter",
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"DocsURL": "https://github.com/Respirant/RuntimeAudioImporter",
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"MarketplaceURL": "",
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"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/81fd278e318e4235a028d3fdf46bf036",
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"SupportURL": "https://telegram.me/Respirant",
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"CanContainContent": false,
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"IsBetaVersion": false,
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"IsExperimentalVersion": false,
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"Installed": true,
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"EngineVersion": "4.26.0",
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"Modules": [
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{
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"Name": "RuntimeAudioImporter",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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"LoadingPhase": "Default",
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"WhitelistPlatforms": [
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"Win64",
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"Win32",
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"Mac",
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"Android",
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"IOS",
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"Linux"
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],
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"BlacklistPlatforms": [
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"XboxOne",
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"PS4",
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"HTML5",
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"TVOS",
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"Switch"
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]
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}
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]
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}
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}
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@@ -1,4 +1,4 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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// Respirant 2020.
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#include "RuntimeAudioImporter.h"
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+6
-14
@@ -1,4 +1,4 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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// Respirant 2020.
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#include "RuntimeAudioImporterBPLibrary.h"
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#include "RuntimeAudioImporter.h"
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@@ -9,9 +9,6 @@ URuntimeAudioImporterBPLibrary::URuntimeAudioImporterBPLibrary(const FObjectInit
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}
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/* Transcode audio file to USoundWave static object */
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class USoundWave* URuntimeAudioImporterBPLibrary::GetSoundWaveFromAudioFile(const FString& filePath, TEnumAsByte < AudioFormat > Format, TEnumAsByte < TranscodingStatus >& status, bool DefineFormatAutomatically)
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{
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@@ -82,15 +79,11 @@ class USoundWave* URuntimeAudioImporterBPLibrary::GetSoundWaveObject(const uint8
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return sw;
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}
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#define DR_WAV_IMPLEMENTATION
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#include "dr_libs/dr_wav.h"
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#include "ThirdParty/dr_wav.h"
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#define DR_MP3_IMPLEMENTATION
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#include "dr_libs/dr_mp3.h"
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#define DR_FLAC_IMPLEMENTATION
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#include "dr_libs/dr_flac.h"
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#include "ThirdParty/dr_mp3.h"
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#include "ThirdParty/dr_flac.h"
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/* Main internal get USoundWave from audio file */
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class USoundWave* URuntimeAudioImporterBPLibrary::GetUSoundWaveFromAudioFile_Internal(const FString& filePath, TEnumAsByte < AudioFormat > Format, TEnumAsByte < TranscodingStatus >& status, bool DefineFormatAutomatically)
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@@ -136,9 +129,8 @@ class USoundWave* URuntimeAudioImporterBPLibrary::GetUSoundWaveFromAudioFile_Int
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return ReadyUSoundWave;
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}
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/* Automatically get audio format. Internal use only recommended */
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TEnumAsByte<AudioFormat> URuntimeAudioImporterBPLibrary::GetAudioFormat(const FString & filePath) {
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TEnumAsByte<AudioFormat> URuntimeAudioImporterBPLibrary::GetAudioFormat(const FString& filePath) {
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if (FPaths::GetExtension(filePath, false).Equals(TEXT("mp3"), ESearchCase::IgnoreCase)) {
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return AudioFormat::MP3;
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}
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@@ -154,7 +146,7 @@ TEnumAsByte<AudioFormat> URuntimeAudioImporterBPLibrary::GetAudioFormat(const FS
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}
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/* Transcode Audio to Wave Data */
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bool URuntimeAudioImporterBPLibrary::TranscodeAudioToWaveData(const char* filePath, TEnumAsByte<AudioFormat> Format, TEnumAsByte<TranscodingStatus>& status, uint64& framesToWrite, int16_t*&pSampleData, uint32& channels, uint32& sampleRate) {
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bool URuntimeAudioImporterBPLibrary::TranscodeAudioToWaveData(const char* filePath, TEnumAsByte<AudioFormat> Format, TEnumAsByte<TranscodingStatus>& status, uint64& framesToWrite, int16_t*& pSampleData, uint32& channels, uint32& sampleRate) {
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switch (Format)
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{
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case AudioFormat::MP3:
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@@ -1,4 +1,4 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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// Respirant 2020.
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#pragma once
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+1
-5
@@ -1,4 +1,4 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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// Respirant 2020.
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#pragma once
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@@ -11,8 +11,6 @@
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#include "RuntimeAudioImporterBPLibrary.generated.h"
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UENUM(BlueprintType)
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enum TranscodingStatus
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{
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@@ -30,7 +28,6 @@ enum TranscodingStatus
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ZeroDurationError UMETA(DisplayName = "Transcoded audio has zero length")
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};
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UENUM(BlueprintType)
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enum AudioFormat
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{
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@@ -40,7 +37,6 @@ enum AudioFormat
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INVALID UMETA(DisplayName = "invalid (not defined format, internal use only)", Hidden)
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};
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UCLASS()
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class RUNTIMEAUDIOIMPORTER_API URuntimeAudioImporterBPLibrary : public UBlueprintFunctionLibrary
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{
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@@ -1,53 +1,59 @@
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// Some copyright should be here...
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// Respirant 2020.
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using System;
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using System.IO;
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using UnrealBuildTool;
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public class RuntimeAudioImporter : ModuleRules
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{
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public RuntimeAudioImporter(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicIncludePaths.AddRange(
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new string[] {
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// ... add public include paths required here ...
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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public RuntimeAudioImporter(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDefinitions.AddRange(
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new string[] {
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"DR_WAV_IMPLEMENTATION=1",
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"DR_MP3_IMPLEMENTATION=1",
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"DR_FLAC_IMPLEMENTATION=1"
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}
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);
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PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "ThirdParty"));
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PrivateIncludePaths.AddRange(
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new string[] {
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// ... add other private include paths required here ...
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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// ... add other public dependencies that you statically link with here ...
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"CoreUObject",
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"Engine",
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"Slate",
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"SlateCore",
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"CoreUObject",
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"Engine",
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"Slate",
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"SlateCore",
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// ... add private dependencies that you statically link with here ...
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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// ... add any modules that your module loads dynamically here ...
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}
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);
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}
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);
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}
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}
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Before Width: | Height: | Size: 90 KiB After Width: | Height: | Size: 87 KiB |
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