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"};
-cvar_t snd_streaming = { CVAR_SAVE, "snd_streaming", "1", "enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory)"};
static cvar_t snd_precache = {0, "snd_precache", "1", "loads sounds before they are used"};
static dllhandle_t ras_dll = NULL;
};
static const char* ras_dllname [] =
{
- #if defined(WIN64)
- "3dras64.dll",
- #elif defined(WIN32)
+#if defined(WIN32)
"3dras32.dll",
- #elif defined(MACOSX)
+#elif defined(MACOSX)
"3dras.dylib",
- #else
+#else
"3dras.so",
- #endif
+#endif
NULL
};
Con_Printf("So let's assume 2.\n");
return 2;
}
+
+/*
+====================
+SndSys_SendKeyEvents
+
+Send keyboard events originating from the sound system (e.g. MIDI)
+====================
+*/
+void SndSys_SendKeyEvents(void)
+{
+ // not supported
+}