mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
117 lines
3.8 KiB
C++
117 lines
3.8 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
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 <http://www.gnu.org/licenses/>.
|
|
|
|
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){}
|