mirror of
https://github.com/DrBeef/QuakeQuest.git
synced 2024-12-18 16:41:37 +00:00
605d1edb6e
- Audio lag is now fixed - using the OpenSLES library (courtesy of Emile Belanger's Dark Places build for Android) - 120hz mode can be used on the Quest 2 by adding the following to the command line: ``` -r 120 ```
169 lines
3.4 KiB
C
169 lines
3.4 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// snd_null.c -- include this instead of all the other snd_* files to have
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// no sound code whatsoever
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#include "quakedef.h"
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cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
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cvar_t mastervolume = {CVAR_SAVE, "mastervolume", "1", "master volume"};
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cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
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cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
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cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
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cvar_t snd_mutewhenidle = {CVAR_SAVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"};
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void S_Init (void)
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{
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Cvar_RegisterVariable(&bgmvolume);
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Cvar_RegisterVariable(&mastervolume);
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Cvar_RegisterVariable(&volume);
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Cvar_RegisterVariable(&snd_staticvolume);
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Cvar_RegisterVariable(&snd_initialized);
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Cvar_RegisterVariable(&snd_mutewhenidle);
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}
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void S_Terminate (void)
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{
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}
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void S_Startup (void)
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{
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}
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void S_Shutdown (void)
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{
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}
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void S_ClearUsed (void)
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{
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}
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void S_PurgeUnused (void)
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{
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}
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void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
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{
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}
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int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
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{
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return -1;
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}
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int S_StartSound_StartPosition_Flags (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, float startposition, int flags, float fspeed)
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{
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return -1;
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}
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void S_StopChannel (unsigned int channel_ind, qboolean lockmutex, qboolean freesfx)
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{
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}
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qboolean S_SetChannelFlag (unsigned int ch_ind, unsigned int flag, qboolean value)
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{
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return false;
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}
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void S_StopSound (int entnum, int entchannel)
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{
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}
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void S_PauseGameSounds (qboolean toggle)
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{
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}
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void S_SetChannelVolume (unsigned int ch_ind, float fvol)
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{
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}
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sfx_t *S_PrecacheSound (const char *sample, qboolean complain, qboolean levelsound)
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{
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return NULL;
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}
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float S_SoundLength(const char *name)
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{
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return -1;
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}
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qboolean S_IsSoundPrecached (const sfx_t *sfx)
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{
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return false;
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}
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void S_UnloadAllSounds_f (void)
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{
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}
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sfx_t *S_FindName (const char *name)
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{
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return NULL;
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}
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void S_Update(const matrix4x4_t *matrix)
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{
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}
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void S_StopAllSounds (void)
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{
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}
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void S_ExtraUpdate (void)
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{
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}
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qboolean S_LocalSound (const char *s)
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{
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return false;
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}
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void S_BlockSound (void)
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{
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}
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void S_UnblockSound (void)
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{
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}
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int S_GetSoundRate(void)
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{
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return 0;
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}
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int S_GetSoundChannels(void)
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{
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return 0;
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}
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float S_GetChannelPosition (unsigned int ch_ind)
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{
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return -1;
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}
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float S_GetEntChannelPosition(int entnum, int entchannel)
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{
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return -1;
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}
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void SndSys_SendKeyEvents(void)
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{
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}
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