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- /*
- ===========================================================================
- 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 ) {
- }
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