ref: c6ec23508a90ad2888dd09b9ad8c5e62cf69e76a
dir: /src/s_dummy.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // This program 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. // // This program 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 this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // DESCRIPTION: Dummy sound interface for running with FEATURE_SOUND // disabled. // //----------------------------------------------------------------------------- #include "doomtype.h" #include "s_sound.h" #include "p_mobj.h" #include "sounds.h" int snd_musicdevice = SNDDEVICE_NONE; int snd_sfxdevice = SNDDEVICE_NONE; // Maximum volume of a sound effect. // Internal default is max out of 0-15. int sfxVolume = 8; // Maximum volume of music. int musicVolume = 8; // number of channels available int numChannels = 8; // // Initializes sound stuff, including volume // Sets channels, SFX and music volume, // allocates channel buffer, sets S_sfx lookup. // void S_Init ( int sfxVolume, int musicVolume ) { } void S_Shutdown(void) { } // // Per level startup code. // Kills playing sounds at start of level, // determines music if any, changes music. // void S_Start(void) { } void S_StartSoundAtVolume ( void* origin_p, int sfx_id, int volume ) { } void S_StartSound ( void* origin, int sfx_id ) { } void S_StopSound(void *origin) { } // // Stop and resume music, during game PAUSE. // void S_PauseSound(void) { } void S_ResumeSound(void) { } // // Updates music & sounds // void S_UpdateSounds(void* listener_p) { } void S_SetMusicVolume(int volume) { } void S_SetSfxVolume(int volume) { } // // Starts some music with the music id found in sounds.h. // void S_StartMusic(int m_id) { } void S_ChangeMusic ( int musicnum, int looping ) { } boolean S_MusicPlaying(void) { return false; } void S_StopMusic(void) { } void S_StopChannel(int cnum) { } // // Changes volume, stereo-separation, and pitch variables // from the norm of a sound effect to be played. // If the sound is not audible, returns a 0. // Otherwise, modifies parameters and returns 1. // int S_AdjustSoundParams ( mobj_t* listener, mobj_t* source, int* vol, int* sep, int* pitch ) { return 0; } // // S_getChannel : // If none available, return -1. Otherwise channel #. // int S_getChannel ( void* origin, sfxinfo_t* sfxinfo ) { return -1; }