/* 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 $Id$ */ #include "QF/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) { }