doom3-bfg/doomclassic/doom/i_sound_stub.cpp

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){}