#include "quakedef.h"
-cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1"};
-cvar_t volume = {CVAR_SAVE, "volume", "0.7"};
-cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1"};
-
-cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0"};
+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)
{
Cvar_RegisterVariable(&volume);
Cvar_RegisterVariable(&snd_staticvolume);
Cvar_RegisterVariable(&snd_initialized);
+ Cvar_RegisterVariable(&snd_mutewhenidle);
+}
+
+void S_Terminate (void)
+{
}
void S_Startup (void)
return NULL;
}
-void S_UnlockSfx (sfx_t *sfx)
+qboolean S_IsSoundPrecached (const sfx_t *sfx)
{
+ return false;
+}
+
+void S_UnloadAllSounds_f (void)
+{
+}
+
+sfx_t *S_FindName (const char *name)
+{
+ return NULL;
}
void S_Update(const matrix4x4_t *matrix)
{
return false;
}
+
+void S_BlockSound (void)
+{
+}
+
+void S_UnblockSound (void)
+{
+}
+
+int S_GetSoundRate(void)
+{
+ return 0;
+}