KlassischeKeplerKriege/game/sound/dummy_sound.cpp

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#include "sound.hpp"
namespace sound {
bool initSound(void)
{
return false;
}
void deleteOldSounds()
{
}
SoundHandle *playSound(enum Sound type, float amplitude)
{
(void) type;
(void) amplitude;
return NULL;
}
SoundHandle *playFrequency(float freq, float amplitude)
{
(void) freq;
(void) amplitude;
return NULL;
}
bool configureEnvelope(SoundHandle *handle, float rise, float hold, float decay)
{
(void) handle;
(void) rise;
(void) hold;
(void) decay;
return false;
}
bool configureOvershoot(SoundHandle *handle, float relativeOvershootTime)
{
(void) handle;
(void) relativeOvershootTime;
return false;
}
bool configureEnvelopeWait(SoundHandle *handle, float rise, float hold, float decay, float wait)
{
(void) handle;
(void) rise;
(void) hold;
(void) decay;
(void) wait;
return false;
}
bool configureEnvelopeLooping(SoundHandle *handle, float rise, float hold, float decay, float wait)
{
(void) handle;
(void) rise;
(void) hold;
(void) decay;
(void) wait;
return false;
}
float getRiseDuration(SoundHandle *handle)
{
(void) handle;
return 0.0f;
}
float getHoldDuration(SoundHandle *handle)
{
(void) handle;
return 0.0f;
}
float getDecayDuration(SoundHandle *handle)
{
(void) handle;
return 0.0f;
}
float getWaitTime(SoundHandle *handle)
{
(void) handle;
return 0.0f;
}
void configureWaitTime(SoundHandle *handle, float waitTime)
{
(void) handle;
(void) waitTime;
}
void setLoopCount(SoundHandle *handle, int numRepetitions)
{
(void) handle;
(void) numRepetitions;
}
bool stopSound(SoundHandle *handle)
{
(void) handle;
return true;
}
void stopAllSounds(void)
{
}
void teardownSound(void)
{
}
bool startDumpingWav(const char *filename)
{
(void) filename;
return false;
}
void stopDumpingWav(void)
{
}
int numActiveSounds(void)
{
}
void deleteSound(SoundHandle *handle)
{
(void) handle;
}
}