q3cellshading/code/null/null_snddma.c
gmiranda db8ca37fa3 Initial commit
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@2 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-05 14:05:49 +00:00

60 lines
1.5 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// snddma_null.c
// all other sound mixing is portable
#include "../client/client.h"
qboolean SNDDMA_Init(void)
{
return qfalse;
}
int SNDDMA_GetDMAPos(void)
{
return 0;
}
void SNDDMA_Shutdown(void)
{
}
void SNDDMA_BeginPainting (void)
{
}
void SNDDMA_Submit(void)
{
}
// bk001119 - added boolean flag, match client/snd_public.h
sfxHandle_t S_RegisterSound( const char *name, qboolean compressed )
{
return 0;
}
void S_StartLocalSound( sfxHandle_t sfxHandle, int channelNum ) {
}
void S_ClearSoundBuffer( void ) {
}