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_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.1", "how much sound to mix ahead of time"};
-cvar_t snd_swapstereo = {CVAR_SAVE, "snd_swapstereo", "0", "swaps left/right speakers for old ISA soundblaster cards"};
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(&bgmvolume);
Cvar_RegisterVariable(&volume);
Cvar_RegisterVariable(&snd_staticvolume);
- Cvar_RegisterVariable(&_snd_mixahead);
- Cvar_RegisterVariable(&snd_swapstereo);
Cvar_RegisterVariable(&snd_initialized);
+ Cvar_RegisterVariable(&snd_mutewhenidle);
}
void S_Terminate (void)
return -1;
}
-void S_StopChannel (unsigned int channel_ind)
+void S_StopChannel (unsigned int channel_ind, qboolean lockmutex)
{
}
return NULL;
}
+qboolean S_IsSoundPrecached (const sfx_t *sfx)
+{
+ return false;
+}
+
+void S_UnloadAllSounds_f (void)
+{
+}
+
sfx_t *S_FindName (const char *name)
{
return NULL;
{
return false;
}
+
+void S_BlockSound (void)
+{
+}
+
+void S_UnblockSound (void)
+{
+}
+
+int S_GetSoundRate(void)
+{
+ return 0;
+}
+
+int S_GetSoundChannels(void)
+{
+ return 0;
+}