/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #pragma hdrstop #include "precompiled.h" extern idCVar s_noSound; #include "tr_local.h" //=========================================== /* ============== idCinematic::InitCinematic ============== */ void idCinematic::InitCinematic( void ) { } /* ============== idCinematic::ShutdownCinematic ============== */ void idCinematic::ShutdownCinematic( void ) { } /* ============== idCinematic::Alloc ============== */ idCinematic* idCinematic::Alloc() { return new idCinematic; } /* ============== idCinematic::~idCinematic ============== */ idCinematic::~idCinematic( ) { Close(); } /* ============== idCinematic::InitFromFile ============== */ bool idCinematic::InitFromFile( const char* qpath, bool looping ) { return false; } /* ============== idCinematic::AnimationLength ============== */ int idCinematic::AnimationLength() { return 0; } /* ============== idCinematic::GetStartTime ============== */ int idCinematic::GetStartTime() { return -1; } /* ============== idCinematic::ResetTime ============== */ void idCinematic::ResetTime( int milliseconds ) { } /* ============== idCinematic::ImageForTime ============== */ cinData_t idCinematic::ImageForTime( int milliseconds ) { cinData_t c; memset( &c, 0, sizeof( c ) ); return c; } /* ============== idCinematic::ExportToTGA ============== */ void idCinematic::ExportToTGA( bool skipExisting ) { } /* ============== idCinematic::GetFrameRate ============== */ float idCinematic::GetFrameRate() const { return 30.0f; } /* ============== idCinematic::Close ============== */ void idCinematic::Close() { } /* ============== idSndWindow::InitFromFile ============== */ bool idSndWindow::InitFromFile( const char* qpath, bool looping ) { idStr fname = qpath; fname.ToLower(); if( !fname.Icmp( "waveform" ) ) { showWaveform = true; } else { showWaveform = false; } return true; } /* ============== idSndWindow::ImageForTime ============== */ cinData_t idSndWindow::ImageForTime( int milliseconds ) { return soundSystem->ImageForTime( milliseconds, showWaveform ); } /* ============== idSndWindow::AnimationLength ============== */ int idSndWindow::AnimationLength() { return -1; }