1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95
|
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// snddma_null.c
// all other sound mixing is portable
#include "../client/client.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
void SNDDMA_Activate(void) {
}
void S_ClearSoundBuffer( void ) {
}
int S_IsSoundPlaying( int channel_number, const char *sfxName ){
return 0;
}
#if defined(NO_MODERN_DMA) && NO_MODERN_DMA
void S_StartLocalSound(sfxHandle_t sfx, int channelNum) {
}
sfxHandle_t S_RegisterSound(const char* sample, qboolean compressed) {
return 0;
}
#else
void S_StartLocalSound(const char* sound_name, qboolean force_load) {
}
sfxHandle_t S_RegisterSound(const char* name, int streamed, qboolean force_load) {
return 0;
}
#endif
|