quakequest/Projects/Android/jni/darkplaces/snd_null.c
Simon 605d1edb6e Several Sweeeet fixes...
- 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 ```
2021-12-19 20:32:37 +00:00

169 lines
3.4 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// snd_null.c -- include this instead of all the other snd_* files to have
// no sound code whatsoever
#include "quakedef.h"
cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
cvar_t mastervolume = {CVAR_SAVE, "mastervolume", "1", "master volume"};
cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
cvar_t snd_mutewhenidle = {CVAR_SAVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"};
void S_Init (void)
{
Cvar_RegisterVariable(&bgmvolume);
Cvar_RegisterVariable(&mastervolume);
Cvar_RegisterVariable(&volume);
Cvar_RegisterVariable(&snd_staticvolume);
Cvar_RegisterVariable(&snd_initialized);
Cvar_RegisterVariable(&snd_mutewhenidle);
}
void S_Terminate (void)
{
}
void S_Startup (void)
{
}
void S_Shutdown (void)
{
}
void S_ClearUsed (void)
{
}
void S_PurgeUnused (void)
{
}
void S_StaticSound (sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
}
int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
return -1;
}
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)
{
return -1;
}
void S_StopChannel (unsigned int channel_ind, qboolean lockmutex, qboolean freesfx)
{
}
qboolean S_SetChannelFlag (unsigned int ch_ind, unsigned int flag, qboolean value)
{
return false;
}
void S_StopSound (int entnum, int entchannel)
{
}
void S_PauseGameSounds (qboolean toggle)
{
}
void S_SetChannelVolume (unsigned int ch_ind, float fvol)
{
}
sfx_t *S_PrecacheSound (const char *sample, qboolean complain, qboolean levelsound)
{
return NULL;
}
float S_SoundLength(const char *name)
{
return -1;
}
qboolean S_IsSoundPrecached (const sfx_t *sfx)
{
return false;
}
void S_UnloadAllSounds_f (void)
{
}
sfx_t *S_FindName (const char *name)
{
return NULL;
}
void S_Update(const matrix4x4_t *matrix)
{
}
void S_StopAllSounds (void)
{
}
void S_ExtraUpdate (void)
{
}
qboolean S_LocalSound (const char *s)
{
return false;
}
void S_BlockSound (void)
{
}
void S_UnblockSound (void)
{
}
int S_GetSoundRate(void)
{
return 0;
}
int S_GetSoundChannels(void)
{
return 0;
}
float S_GetChannelPosition (unsigned int ch_ind)
{
return -1;
}
float S_GetEntChannelPosition(int entnum, int entchannel)
{
return -1;
}
void SndSys_SendKeyEvents(void)
{
}