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https://github.com/ioquake/ioq3.git
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69f92daf08
This lets you speak through VoIP when not using OpenAL. Previously you could listen but not speak.
84 lines
1.7 KiB
C
84 lines
1.7 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// snddma_null.c
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// all other sound mixing is portable
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#include "../qcommon/q_shared.h"
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#include "../qcommon/qcommon.h"
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qboolean SNDDMA_Init(void)
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{
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return qfalse;
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}
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int SNDDMA_GetDMAPos(void)
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{
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return 0;
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}
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void SNDDMA_Shutdown(void)
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{
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}
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void SNDDMA_BeginPainting (void)
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{
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}
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void SNDDMA_Submit(void)
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{
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}
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#ifdef USE_VOIP
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void SNDDMA_StartCapture(void)
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{
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}
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int SNDDMA_AvailableCaptureSamples(void)
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{
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return 0;
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}
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void SNDDMA_Capture(int samples, byte *data)
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{
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}
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void SNDDMA_StopCapture(void)
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{
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}
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void SNDDMA_MasterGain( float val )
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{
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}
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#endif
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sfxHandle_t S_RegisterSound( const char *name, qboolean compressed )
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{
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return 0;
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}
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void S_StartLocalSound( sfxHandle_t sfxHandle, int channelNum ) {
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}
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void S_ClearSoundBuffer( void ) {
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}
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