File: null_snddma.c

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/*
===========================================================================

Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”).  

RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

RTCW MP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with RTCW MP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/


// snddma_null.c
// all other sound mixing is portable

#include "../qcommon/q_shared.h"
#include "../qcommon/qcommon.h"

qboolean SNDDMA_Init( void ) {
	return qfalse;
}

int SNDDMA_GetDMAPos( void ) {
	return 0;
}

void SNDDMA_Shutdown( void ) {
}

void SNDDMA_BeginPainting( void ) {
}

void SNDDMA_Submit( void ) {
}

#ifdef USE_VOIP
void SNDDMA_StartCapture( void ) {
}

int SNDDMA_AvailableCaptureSamples( void ) {
	return 0;
}

void SNDDMA_Capture( int samples, byte *data ) {
}

void SNDDMA_StopCapture( void ) {
}

void SNDDMA_MasterGain( float val ) {
}
#endif

sfxHandle_t S_RegisterSound( const char *name, qboolean compressed ) {
	return 0;
}

void S_StartLocalSound( sfxHandle_t sfxHandle, int channelNum ) {
}

void S_ClearSoundBuffer( void ) {
}

// TTimo: added for win32 dedicated
void SNDDMA_Activate( void ) {
}