ref: aed344a63423d13a0c5a46ea24dca17bd8fe39fd
dir: /Game/src/audiolib/nomusic.c/
#include "music.h" char *MUSIC_ErrorString(int ErrorNumber) { return ""; } int MUSIC_Init(int SoundCard, int Address) { return 0; } int MUSIC_Shutdown(void) { return 0; } void MUSIC_SetMaxFMMidiChannel(int channel) { } void MUSIC_SetVolume(int volume) { } void MUSIC_SetMidiChannelVolume(int channel, int volume) { } void MUSIC_ResetMidiChannelVolumes(void) { } int MUSIC_GetVolume(void) { return 0; } void MUSIC_SetLoopFlag(int loopflag) { } int MUSIC_SongPlaying(void) { return 0; } void MUSIC_Continue(void) { } void MUSIC_Pause(void) { } int MUSIC_StopSong(void) { return 0; } int MUSIC_PlaySong(unsigned char *song, int loopflag) { return 0; } void MUSIC_SetContext(int context) { } int MUSIC_GetContext(void) { return 0; } void MUSIC_SetSongTick(unsigned long PositionInTicks) { } void MUSIC_SetSongTime(unsigned long milliseconds) { } void MUSIC_SetSongPosition(int measure, int beat, int tick) { } void MUSIC_GetSongPosition(songposition *pos) { } void MUSIC_GetSongLength(songposition *pos) { } int MUSIC_FadeVolume(int tovolume, int milliseconds) { return 0; } int MUSIC_FadeActive(void) { return 0; } void MUSIC_StopFade(void) { } void MUSIC_RerouteMidiChannel(int channel, int cdecl function( int event, int c1, int c2 )) { } void MUSIC_RegisterTimbreBank(unsigned char *timbres) { }