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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "NullSound.h"
#include "SoundLog.h"
#include "System/float3.h"
NullSound::NullSound() {
}
NullSound::~NullSound() {
}
bool NullSound::HasSoundItem(const std::string& name) const {
return false;
}
size_t NullSound::GetSoundId(const std::string& name, bool hardFail) {
return 0;
}
CSoundSource* NullSound::GetNextBestSource(bool lock) {
return NULL;
}
void NullSound::PitchAdjust(const float newPitch) {
}
void NullSound::ConfigNotify(const std::string& key, const std::string& value) {
}
bool NullSound::Mute() {
return true;
}
bool NullSound::IsMuted() const {
return true;
}
void NullSound::Iconified(bool state) {
}
void NullSound::UpdateListener(const float3& campos, const float3& camdir, const float3& camup, float lastFrameTime) {
}
void NullSound::PrintDebugInfo() {
LOG("Null Sound System");
}
bool NullSound::LoadSoundDefs(const std::string& fileName) {
return false;
}
void NullSound::NewFrame() {
}
const float3& NullSound::GetListenerPos() const {
return ZeroVector;
}
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