/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// snd_null.c -- include this instead of all the other snd_* files to have
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// no sound code whatsoever
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#include "quakedef.h"
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-cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1"};
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-cvar_t volume = {CVAR_SAVE, "volume", "0.7"};
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-cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1"};
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-
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-qboolean snd_initialized = false;
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+cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
+cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
+cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
+cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
+cvar_t snd_mutewhenidle = {CVAR_SAVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"};
void S_Init (void)
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{
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Cvar_RegisterVariable(&bgmvolume);
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Cvar_RegisterVariable(&volume);
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Cvar_RegisterVariable(&snd_staticvolume);
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-}
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-
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-void S_AmbientOff (void)
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-{
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+ Cvar_RegisterVariable(&snd_initialized);
+ Cvar_RegisterVariable(&snd_mutewhenidle);
}
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-void S_AmbientOn (void)
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+void S_Terminate (void)
{
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}
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void S_Startup (void)
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{
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}
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void S_Shutdown (void)
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{
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}
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-void S_TouchSound (char *sample)
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+void S_ClearUsed (void)
{
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}
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-void S_ClearBuffer (void)
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+void S_PurgeUnused (void)
{
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}
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-void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
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+void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
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}
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-void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
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+int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
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+ return -1;
}
+void S_StopChannel (unsigned int channel_ind, qboolean lockmutex)
+{
+}
+qboolean S_SetChannelFlag (unsigned int ch_ind, unsigned int flag, qboolean value)
+{
+ return false;
+}
void S_StopSound (int entnum, int entchannel)
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{
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}
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-sfx_t *S_GetCached(const char *name)
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+void S_PauseGameSounds (qboolean toggle)
{
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- return NULL;
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}
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-sfx_t *S_PrecacheSound (char *sample, int complain)
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+void S_SetChannelVolume (unsigned int ch_ind, float fvol)
{
+}
+sfx_t *S_PrecacheSound (const char *sample, qboolean complain, qboolean serversound)
+{
return NULL;
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}
-
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-void S_ClearPrecache (void)
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+qboolean S_IsSoundPrecached (const sfx_t *sfx)
{
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+ return false;
}
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-void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up)
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+void S_UnloadAllSounds_f (void)
{
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}
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-void S_StopAllSounds (qboolean clear)
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+sfx_t *S_FindName (const char *name)
{
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+ return NULL;
}
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-void S_BeginPrecaching (void)
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+void S_Update(const matrix4x4_t *matrix)
{
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}
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-void S_EndPrecaching (void)
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+void S_StopAllSounds (void)
{
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}
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void S_ExtraUpdate (void)
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{
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}
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-void S_LocalSound (char *s)
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+qboolean S_LocalSound (const char *s)
{
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+ return false;
}
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-void S_RawSamples_Enqueue(short *samples, unsigned int length)
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+void S_BlockSound (void)
{
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}
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-void S_RawSamples_Dequeue(int *samples, unsigned int length)
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+void S_UnblockSound (void)
{
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}
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-void S_RawSamples_ClearQueue(void)
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+int S_GetSoundRate(void)
{
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+ return 0;
}
-
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-int S_RawSamples_QueueWantsMore(void)
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+int S_GetSoundChannels(void)
{
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return 0;
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}
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-void S_ResampleBuffer16Stereo(short *input, int inputlength, short *output, int outputlength)
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+float S_GetChannelPosition (unsigned int ch_ind)
{
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+ return -1;
}
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-int S_RawSamples_SampleRate(void)
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+void SndSys_SendKeyEvents(void)
{
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- return 0;
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}
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