/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. Copyright (C) 2012 Daniel Gibson 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. =========================================================================== */ // DG: this is a stub implementing the classic doom sound interface so we don't need XAudio to compile // (that doesn't work with MinGW and is only available on Windows) #include "Precompiled.h" #include "i_sound.h" #include "w_wad.h" // Init at program start... void I_InitSound(){} void I_InitSoundHardware( int numOutputChannels_, int channelMask ){} // ... update sound buffer and audio device at runtime... void I_UpdateSound(void){} void I_SubmitSound(void){} // ... shut down and relase at program termination. void I_ShutdownSound(void){} void I_ShutdownSoundHardware(){} // // SFX I/O // // Initialize channels? void I_SetChannels(){} // Get raw data lump index for sound descriptor. int I_GetSfxLumpNum (sfxinfo_t* sfxinfo ) { char namebuf[9]; sprintf(namebuf, "ds%s", sfxinfo->name); return W_GetNumForName(namebuf); } void I_ProcessSoundEvents( void ){} // Starts a sound in a particular sound channel. int I_StartSound( int id, mobj_t *origin, mobj_t *listener_origin, int vol, int pitch, int priority ) { return 0; } // Stops a sound channel. void I_StopSound(int handle, int player){} // Called by S_*() functions // to see if a channel is still playing. // Returns 0 if no longer playing, 1 if playing. int I_SoundIsPlaying(int handle) { return 0; } // Updates the volume, separation, // and pitch of a sound channel. void I_UpdateSoundParams( int handle, int vol, int sep, int pitch ){} void I_SetSfxVolume( int ){} // // MUSIC I/O // void I_InitMusic(void){} void I_ShutdownMusic(void){} // Volume. void I_SetMusicVolume(int volume){} // PAUSE game handling. void I_PauseSong(int handle){} void I_ResumeSong(int handle){} // Registers a song handle to song data. int I_RegisterSong(void *data, int length) { return 0; } // Called by anything that wishes to start music. // plays a song, and when the song is done, // starts playing it again in an endless loop. // Horrible thing to do, considering. void I_PlaySong( const char *songname, int looping ){} // Stops a song over 3 seconds. void I_StopSong(int handle){} // See above (register), then think backwards void I_UnRegisterSong(int handle){} // Update Music (XMP), check for notifications void I_UpdateMusic(void){}