newtree/source/snd_null.c

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/*
snd_null.c
include this instead of all the other snd_* files to have no sound
code whatsoever
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
2000-12-30 02:16:36 +00:00
#include "qtypes.h"
#include "sound.h"
// =======================================================================
// Various variables also defined in snd_dma.c
// FIXME - should be put in one place
// =======================================================================
channel_t channels[MAX_CHANNELS];
int total_channels;
volatile dma_t *shm = 0;
cvar_t *loadas8bit;
int paintedtime; // sample PAIRS
cvar_t *bgmvolume;
cvar_t *volume;
void
S_Init (void)
{
S_Init_Cvars ();
}
void
S_Init_Cvars (void)
{
volume = Cvar_Get ("volume", "0.7", CVAR_ARCHIVE, NULL, "Volume level of sounds");
loadas8bit = Cvar_Get ("loadas8bit", "0", CVAR_NONE, NULL, "Load samples as 8-bit");
bgmvolume = Cvar_Get ("bgmvolume", "1", CVAR_ARCHIVE, NULL, "CD music volume");
}
void
S_AmbientOff (void)
{
}
void
S_AmbientOn (void)
{
}
void
S_Shutdown (void)
{
}
void
S_TouchSound (char *sample)
{
}
void
S_ClearBuffer (void)
{
}
void
S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
{
}
void
S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol,
float attenuation)
{
}
void
S_StopSound (int entnum, int entchannel)
{
}
sfx_t *
S_PrecacheSound (char *sample)
{
return NULL;
}
void
S_ClearPrecache (void)
{
}
void
S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up)
{
}
void
S_StopAllSounds (qboolean clear)
{
}
void
S_BeginPrecaching (void)
{
}
void
S_EndPrecaching (void)
{
}
void
S_ExtraUpdate (void)
{
}
void
S_LocalSound (char *s)
{
}